【Mesh.CombineMeshes】
public void CombineMeshes(CombineInstance[] combine, bool mergeSubMeshes = true, bool useMatrices = true, boolhasLightmapData = false);
combine | Descriptions of the Meshes to combine. |
mergeSubMeshes | Defines whether Meshes should be combined into a single sub-Mesh. |
useMatrices | Defines whether the transforms supplied in the CombineInstance array should be used or ignored. |
Combining Meshes is useful for performance optimization.
If mergeSubMeshes
is true, all the Meshes are combined to a single sub-Mesh. Otherwise, each Mesh goes into a different sub-Mesh. If all Meshes share the same Material, set this to true.
If useMatrices
is true, the transform matrices in CombineInstance structs are used. Otherwise, they are ignored.
using UnityEngine;
using System.Collections; [RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public class ExampleClass : MonoBehaviour {
void Start() {
MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
CombineInstance[] combine = new CombineInstance[meshFilters.Length];
int i = ;
while (i < meshFilters.Length) {
combine[i].mesh = meshFilters[i].sharedMesh;
combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
meshFilters[i].gameObject.active = false;
i++;
}
transform.GetComponent<MeshFilter>().mesh = new Mesh();
transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine);
transform.gameObject.active = true;
}
}