unity关于网格合并优化

建个父物体挂载脚本

下面对应是子物体不用挂脚本

using UnityEngine;
using System.Collections;

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

MeshRenderer[] meshRenderer = GetComponentsInChildren<MeshRenderer>(); //获取自身和所有子物体中所有MeshRenderer组件
Material[] mats = new Material[meshRenderer.Length]; //新建材质球数组

for (int i = 0; i < meshFilters.Length; i++)
{
mats[i] = meshRenderer[i].sharedMaterial; //获取材质球列表

combine[i].mesh = meshFilters[i].sharedMesh;
// combine[i].transform= meshFilters[i].transform.localToWorldMatrix; //局部转世界
combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
meshFilters[i].gameObject.SetActive(false);
}

transform.GetComponent<MeshFilter>().mesh = new Mesh();
transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine, false);//为mesh.CombineMeshes添加一个 false 参数,表示并不是合并为一个网格,而是一个子网格列表

transform.GetComponent<MeshRenderer>().sharedMaterials = mats; //为合并后的GameObject指定材质

transform.gameObject.SetActive(true);
}
}

posted @ 2020-05-29 15:52  北特  阅读(611)  评论(1编辑  收藏  举报