//多材质子物体网格合并
#pragma strict
var i:int;
var mats :Material[];
var meshRenderer:MeshRenderer[];
@script RequireComponent(MeshFilter)
@script RequireComponent(MeshRenderer)
function Start () {
var meshFilters :MeshFilter[] = GetComponentsInChildren(MeshFilter);
var combine : CombineInstance[] = new CombineInstance[meshFilters.length];
meshRenderer =gameObject.GetComponentsInChildren(MeshRenderer); //获取自身和所有子物体中所有MeshRenderer组件
mats = new Material[meshRenderer.Length]; //新建材质球数组
for ( i = 0; i < meshFilters.length; i++){
mats[i] = meshRenderer[i].GetComponent(MeshRenderer).sharedMaterial ; //获取材质球列表
combine[i].mesh = meshFilters[i]. GetComponent(MeshFilter).sharedMesh;
combine[i].transform = transform.worldToLocalMatrix * meshFilters[i].transform.localToWorldMatrix;
meshFilters[i].gameObject.active = false;
}
transform.GetComponent(MeshFilter).mesh = new Mesh();
transform.GetComponent(MeshFilter).mesh.CombineMeshes(combine, false);//为mesh.CombineMeshes添加一个 false 参数,表示并不是合并为一个网格,而是一个子网格列表
transform.GetComponent(MeshRenderer).sharedMaterials = mats; //为合并后的GameObject指定材质
////////////////////////////////
//transform.GetComponent(MeshFilter).mesh.CombineMeshes(combine);
transform.gameObject.active = true;
}
下面是参考别人的CS脚本
using UnityEngine;
using System.Collections;
public class hebing : MonoBehaviour
{
void Start()
{
MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
CombineInstance[] combine = new CombineInstance[meshFilters.Length];
MeshRenderer[] meshRenderer = GetComponentsInChildren<MeshRenderer>(); //获取自身和所有子物体中所有MeshRenderer组件
Material[] mats = new Material[meshRenderer.Length]; //新建材质球数组
for (int i = 0; i < meshFilters.Length; i++)
{
mats[i] = meshRenderer[i].sharedMaterial; //获取材质球列表
combine[i].mesh = meshFilters[i].sharedMesh;
combine[i].transform = transform.worldToLocalMatrix * meshFilters[i].transform.localToWorldMatrix;
meshFilters[i].gameObject.SetActive(false);
}
transform.GetComponent<MeshFilter>().mesh = new Mesh();
transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine, false);//为mesh.CombineMeshes添加一个 false 参数,表示并不是合并为一个网格,而是一个子网格列表
transform.GetComponent<MeshRenderer>().sharedMaterials = mats; //为合并后的GameObject指定材质
transform.gameObject.SetActive(true);
}
}
#pragma strict
var i:int;
var mats :Material[];
var meshRenderer:MeshRenderer[];
@script RequireComponent(MeshFilter)
@script RequireComponent(MeshRenderer)
function Start () {
var meshFilters :MeshFilter[] = GetComponentsInChildren(MeshFilter);
var combine : CombineInstance[] = new CombineInstance[meshFilters.length];
meshRenderer =gameObject.GetComponentsInChildren(MeshRenderer); //获取自身和所有子物体中所有MeshRenderer组件
mats = new Material[meshRenderer.Length]; //新建材质球数组
for ( i = 0; i < meshFilters.length; i++){
mats[i] = meshRenderer[i].GetComponent(MeshRenderer).sharedMaterial ; //获取材质球列表
combine[i].mesh = meshFilters[i]. GetComponent(MeshFilter).sharedMesh;
combine[i].transform = transform.worldToLocalMatrix * meshFilters[i].transform.localToWorldMatrix;
meshFilters[i].gameObject.active = false;
}
transform.GetComponent(MeshFilter).mesh = new Mesh();
transform.GetComponent(MeshFilter).mesh.CombineMeshes(combine, false);//为mesh.CombineMeshes添加一个 false 参数,表示并不是合并为一个网格,而是一个子网格列表
transform.GetComponent(MeshRenderer).sharedMaterials = mats; //为合并后的GameObject指定材质
////////////////////////////////
//transform.GetComponent(MeshFilter).mesh.CombineMeshes(combine);
transform.gameObject.active = true;
}
下面是参考别人的CS脚本
using UnityEngine;
using System.Collections;
public class hebing : MonoBehaviour
{
void Start()
{
MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
CombineInstance[] combine = new CombineInstance[meshFilters.Length];
MeshRenderer[] meshRenderer = GetComponentsInChildren<MeshRenderer>(); //获取自身和所有子物体中所有MeshRenderer组件
Material[] mats = new Material[meshRenderer.Length]; //新建材质球数组
for (int i = 0; i < meshFilters.Length; i++)
{
mats[i] = meshRenderer[i].sharedMaterial; //获取材质球列表
combine[i].mesh = meshFilters[i].sharedMesh;
combine[i].transform = transform.worldToLocalMatrix * meshFilters[i].transform.localToWorldMatrix;
meshFilters[i].gameObject.SetActive(false);
}
transform.GetComponent<MeshFilter>().mesh = new Mesh();
transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine, false);//为mesh.CombineMeshes添加一个 false 参数,表示并不是合并为一个网格,而是一个子网格列表
transform.GetComponent<MeshRenderer>().sharedMaterials = mats; //为合并后的GameObject指定材质
transform.gameObject.SetActive(true);
}
}

