mesh.CombineMeshes(combine,true,true,true); //合拼会自动生成UV3,但是我们并不需要,可以这样删除 mesh.uv3=null; AssetDatabase.CreateAsset(mesh,"Assets/combine.asset"); go.GetComponent<MeshFilter>().sharedMesh=mesh; go.GetComponent<MeshRenderer>().sharedMaterial=material; if(go) { PrefabUtility.Sav...
UnityEditor UnityEngine Other Mesh.CombineMeshes public void CombineMeshes (CombineInstance[] combine, bool mergeSubMeshes= true, bool useMatrices= true, bool hasLightmapData= false); Parameters combine Descriptions of the Meshes to combine. mergeSubMeshes Defines whether Meshes should be combined...
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;usingUnityEditor;publicclassCombineMesh : EditorWindow { [MenuItem("地图/合并Mesh")]staticvoidAddWindow() {//创建窗口CombineMesh window= (CombineMesh)EditorWindow.GetWindow(typeof(CombineMesh),false,"合并Mesh"); window.Show(); }...
Unity3D将多个物体合并一个物体或层级关系的物体 一、三种合并工具 1.MergeMesh1: (效率低,适应性高)模型点超过65535自动分模型,一个mesh上有多个材质会自动分出来成为子集部分,父节点要有mesh则 fatherMesh = true; 2.MergeMesh2: (效率快、
Mesh Combine Studio is an automatic cell based mesh combiner which can significantly to dramatically improve the performance of your game. It can be used on any type of game for any platform. We use MCS technology in our game D.R.O.N.E. for our modular Arena Editor and without it we...
另外MeshRenderer的合并,Unity有自带的CombineChildren,直接用就是了合并成子网格列表和材质列表的,只需把_r.materials = new Material[] {lmat[0]};改成_r.materials = lmat.ToArray ();_r.sharedMesh.CombineMeshes (lcom.ToArray(),true,false);改成_r.sharedMesh.CombineMeshes (lcom.ToArray(),false,...
- Combine meshes of arbitrarily transformed objects; - Edit pivot point of the combined mesh; - Combine colliders and create single mesh collider; - Resize mesh to match scale of the object; - Save combined mesh. Package Contains: - 1 Editor script; - 2 Runtime scripts; - 1...
1.5 启用Prebake Collision Meshes 可以通过PlayerSetting选项中勾选Prebake Collision Meshes选项来在构建...
首先,将下述代码放在Assets / Editor 文件夹下 其次,在场景中需要合并的模型放在一个空物体下 然后,点击选中空物体并点击上方的菜单栏按钮MeshCombine / CombineChildren进行合并所有子物体Mesh 最后,自行更改模型中的材质,位置等参数即可 using UnityEngine; ...
然后创建一个新的mesh,用CombineMeshes处理它。它的第一个参数是一个CombineInstance的数组,它只需要一个相关网格的引用。首先是内部网格,然后是源网格。这确保内部的三角形首先被渲染,然后是三个bool参数,而不是定义多个子网格。另外两个是矩阵和光照贴图数据的引用,我们不需要用到。 insideMesh.normals = normals...