Version: 2022.2

Mesh.CombineMeshes

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public void CombineMeshes (CombineInstance[] combine, bool mergeSubMeshes= true, bool useMatrices= true, bool hasLightmapData= false);

参数

combine 要合并的网格的描述。
mergeSubMeshes 定义网格是否应合并到单个子网格中。
useMatrices 定义是应使用还是忽略在 CombineInstance 数组中提供的变换。
hasLightmapData Defines whether to transform the input Mesh lightmap UV data using the lightmap scale offset data in CombineInstance structs.

描述

将多个网格合并到此网格中。

合并网格对性能优化很有用。

如果 mergeSubMeshes 为 true,则所有网格都会合并到单个子网格中。否则,每个网格会放置在不同的子网格中。如果所有网格都共享相同的材质,则此属性应设置为 true。

如果 useMatrices 为 true,则使用 CombineInstance 结构中的变换矩阵。否则,忽略它们。

Set hasLightmapData to true to transform the input Mesh lightmap UV data using the lightmap scale offset data in CombineInstance structs. The Meshes must share the same lightmap texture.

For the combined Meshes to be in the same position as the parent Mesh occupies before the use of the method, save the parent Mesh's position and rotation then set these values to zero before you combine the Meshes. Once the combination is complete, set the parent Mesh's position and rotatio back to the original values.

using UnityEngine;
using System.Collections;

// Copy meshes from children into the parent's Mesh. // CombineInstance stores the list of meshes. These are combined // and assigned to the attached Mesh.

[RequireComponent(typeof(MeshFilter))] [RequireComponent(typeof(MeshRenderer))] public class ExampleClass : MonoBehaviour { void Start() { MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>(); CombineInstance[] combine = new CombineInstance[meshFilters.Length];

int i = 0; while (i < meshFilters.Length) { combine[i].mesh = meshFilters[i].sharedMesh; combine[i].transform = meshFilters[i].transform.localToWorldMatrix; meshFilters[i].gameObject.SetActive(false);

i++; }

Mesh mesh = new Mesh(); mesh.CombineMeshes(combine); transform.GetComponent<MeshFilter>().sharedMesh = mesh; transform.gameObject.SetActive(true); } }
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