// We have multiple materials to take care of, build one mesh / gameobject for each material // and parent it to this object else { GameObject go = new GameObject("CombinedSkinnedMesh"); go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localRotation = ...
You also want to keep the number of materials on that mesh as low as possible. There is only one reason why you might want to have more than one material on the character: when you need to use a different shader (e.g. if you want to use a special shader for the eyes). However,...
对同一Mesh数据,顶点压缩与网格压缩不会同时存在,若FBX的ImportSetting中启动MeshCompression相关配置,则此处的VertexCompression将失效。 该配置中各个选项具体是指,对哪些channel使用顶点压缩,默认为Normal、Tangent、TexCoord0、TexCoord2、TexCoord3。默认开启压缩的通道为Unity推荐配置,若压缩更多通道,需确认是否会产生额外...
Fewer Textures require fewer unique Materials, making them easier to batch. Additionally, use Texture atlases wherever possible. Mark all Meshes that never move as Static in the Inspector. Unity combines all Meshes marked as Static into one large Mesh at build time. You can also generate static...
// The SkinnedMeshRenderers that will make up a character will be // combined into one SkinnedMeshRenderers using multiple materials. // This will speed up rendering the resulting character. List<CombineInstance> combineInstances = new List<CombineInstance>(); ...
“An object is affected by multiple forward lights.” 此物体受到多个前向灯光的影 “Objects have different materials.” 此物体有不同的材质 “An object is using a multi-pass shader.” 此物体使用了多pass着色器 “An object has odd negative scaling.” 此物体Trasform的Scale使用了负数 ...
“A mesh renderer has additional vertex streams. Dynamic batching doesn‘t support such mesh renderers.” Mesh Renderer具有其他顶点流。动态批处理不支持此类网格渲染器。 “A submesh we are trying to dynamic-batch has more than 300 vertices.” 动态合批超过300个顶点 ...
Unity version: 2019.4.14f1 Spine-unity package version: spine-unity-3.8-2020-11-20 I am seeing a rendering issue when using a SkeletonGraphic (Unity UI Canvas) component in a UI prefab. The SkeletonGraphic has four materials and one atla...
When working with assets in Unity there are different strategies you can use. Which one suits your project depends on factors such as the size of your team, the size of your project, your target platforms, the memory availability on those platforms, and whether you want to release updates, ...
This script lets you choose the destination point on the NavMesh by clicking the mouse on the object's surface. The position of... Multi-display You can use multi-display to display up to eight different Camera views of your application on up to eight different monitors a... Multiplayer ...