Unity Mesh合并
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class MyMeshCombine : MonoBehaviour {
public Mesh MeshCombine;
public Mesh RenderMesh;
public Mesh RenderMesh1;
public Transform Target;
public Transform Target1;
public Vector3[] vertices;
public Vector2[] uvs;
public int[] triangles;
// Use this for initialization
void Start ()
{
#if UNITY_EDITOR
if (Target&& Target1)
{
MeshCombine = new Mesh();
CombineInstance[] combine = new CombineInstance[2];
MeshFilter MeshFilter = Target.GetComponent<MeshFilter>();
RenderMesh = MeshFilter.sharedMesh;
combine[0].mesh = RenderMesh;
combine[0].transform =Target.localToWorldMatrix;
MeshFilter = Target1.GetComponent<MeshFilter>();
RenderMesh1 = MeshFilter.sharedMesh;
combine[1].mesh = RenderMesh1;
combine[1].transform = Target1.localToWorldMatrix;
MeshCombine.CombineMeshes(combine, false);
vertices = MeshCombine.vertices;
uvs = MeshCombine.uv;
triangles = MeshCombine.triangles;
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].y -= 3f;
vertices[i].z -= 0.5f;
vertices[i].x -= 0.066f;
}
MeshCombine.Clear();
MeshCombine.vertices = vertices;
MeshCombine.uv = uvs;
MeshCombine.triangles = triangles;
MeshCombine.UploadMeshData(false);
AssetDatabase.CreateAsset(MeshCombine, "Assets/" + RenderMesh.name + "1.asset");
}
#endif
}
}
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class MyMeshCombine : MonoBehaviour {
public Mesh MeshCombine;
public Mesh RenderMesh;
public Mesh RenderMesh1;
public Transform Target;
public Transform Target1;
public Vector3[] vertices;
public Vector2[] uvs;
public int[] triangles;
// Use this for initialization
void Start ()
{
#if UNITY_EDITOR
if (Target&& Target1)
{
MeshCombine = new Mesh();
CombineInstance[] combine = new CombineInstance[2];
MeshFilter MeshFilter = Target.GetComponent<MeshFilter>();
RenderMesh = MeshFilter.sharedMesh;
combine[0].mesh = RenderMesh;
combine[0].transform =Target.localToWorldMatrix;
MeshFilter = Target1.GetComponent<MeshFilter>();
RenderMesh1 = MeshFilter.sharedMesh;
combine[1].mesh = RenderMesh1;
combine[1].transform = Target1.localToWorldMatrix;
MeshCombine.CombineMeshes(combine, false);
vertices = MeshCombine.vertices;
uvs = MeshCombine.uv;
triangles = MeshCombine.triangles;
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].y -= 3f;
vertices[i].z -= 0.5f;
vertices[i].x -= 0.066f;
}
MeshCombine.Clear();
MeshCombine.vertices = vertices;
MeshCombine.uv = uvs;
MeshCombine.triangles = triangles;
MeshCombine.UploadMeshData(false);
AssetDatabase.CreateAsset(MeshCombine, "Assets/" + RenderMesh.name + "1.asset");
}
#endif
}
}
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