combine | 結合するメッシュの説明 |
mergeSubMeshes | Defines whether Meshes should be combined into a single sub-mesh. |
useMatrices | CombineInstance 行列で与えられる transform を使用するか、無視するか |
hasLightmapData | Defines whether to transform the input Mesh lightmap UV data using the lightmap scale offset data in CombineInstance structs. |
メッシュに複数のメッシュを組み合わせます
メッシュを結合することで、パフォーマンスの最適化につながります。
If mergeSubMeshes
is true, all the Meshes are combined together into a single sub-mesh. Otherwise, each Mesh is placed in a different sub-mesh. If all Meshes share the same Material, this property should be set to true.
もし useMatrices
が true である場合は CombineInstance 構造体の transform 行列を使用します。そうでない場合は、無視します。
Set hasLightmapData
to true to transform the input Mesh lightmap UV data using the lightmap scale offset data in CombineInstance structs. The Meshes must share the same lightmap texture.
For the combined Meshes to be in the same position as the parent Mesh occupies before the use of the method, save the parent Mesh's position and rotation then set these values to zero before you combine the Meshes. Once the combination is complete, set the parent Mesh's position and rotatio back to the original values.
using UnityEngine; using System.Collections;
// Copy meshes from children into the parent's Mesh. // CombineInstance stores the list of meshes. These are combined // and assigned to the attached Mesh.
[RequireComponent(typeof(MeshFilter))] [RequireComponent(typeof(MeshRenderer))] public class ExampleClass : MonoBehaviour { void Start() { MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>(); CombineInstance[] combine = new CombineInstance[meshFilters.Length];
int i = 0; while (i < meshFilters.Length) { combine[i].mesh = meshFilters[i].sharedMesh; combine[i].transform = meshFilters[i].transform.localToWorldMatrix; meshFilters[i].gameObject.SetActive(false);
i++; }
Mesh mesh = new Mesh(); mesh.CombineMeshes(combine); transform.GetComponent<MeshFilter>().sharedMesh = mesh; transform.gameObject.SetActive(true); } }