mesh和sharedMesh的区别

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代码:

using UnityEngine;using System.Collections;public class NewBehaviourScript : MonoBehaviour {    public Transform cube1;    public Transform cube2;    public Transform a1;    public Transform a2;    public Transform a3;    void Start()    {        if (cube1.GetComponent<MeshFilter>().sharedMesh == cube2.GetComponent<MeshFilter>().sharedMesh)        {            Debug.LogError("mesh is the same!");        }        ChangeCube1Mesh();    }    void ChangeCube1Mesh()    {        Mesh mesh = cube1.GetComponent<MeshFilter>().mesh; //这里是mesh        mesh.Clear();        Vector3 v1 = gameObject.transform.InverseTransformPoint(a1.position);        Vector3 v2 = gameObject.transform.InverseTransformPoint(a2.position);        Vector3 v3 = gameObject.transform.InverseTransformPoint(a3.position);        mesh.vertices = new Vector3[] { v1, v2, v3 };        mesh.triangles = new int[] { 0, 1, 2 };    }}

上面如果改变的是cube1的mesh,则效果只是改变cube1的mesh:
这里写图片描述

如果改为:

 void ChangeCube1Mesh()    {        Mesh mesh = cube1.GetComponent<MeshFilter>().sharedMesh; //这里是sharedMesh        mesh.Clear();        Vector3 v1 = gameObject.transform.InverseTransformPoint(a1.position);        Vector3 v2 = gameObject.transform.InverseTransformPoint(a2.position);        Vector3 v3 = gameObject.transform.InverseTransformPoint(a3.position);        mesh.vertices = new Vector3[] { v1, v2, v3 };        mesh.triangles = new int[] { 0, 1, 2 };    }

这里写图片描述

可见sharedMesh是公用的,是引用传递。而mesh是值传递,是各自拥有的实例。sharedMesh改变,则所有的使用到此mesh的都改变。

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