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Mesh.CombineMeshes

CombineMeshes(combine: CombineInstance[], mergeSubMeshes: bool = true, useMatrices: bool = true): void;
void CombineMeshes(CombineInstance[] combine, bool mergeSubMeshes = true, bool useMatrices = true);
def CombineMeshes(combine as CombineInstance[], mergeSubMeshes as bool = true, useMatrices as bool = true) as void

Parameters

combine Descriptions of the meshes to combine.
mergeSubMeshes Should all meshes be combined into a single submesh?
useMatrices Should the transforms supplied in the CombineInstance array be used or ignored?

Description

Combines several meshes into this mesh.

Combining meshes is useful for performance optimization. If mergeSubMeshes is true, all the meshes will be combined to a single submesh. Otherwise each mesh will go into a different submesh. If all meshes share the same material, set this to true. If useMatrices is false, the transform matrices in CombineInstance structs will be ignored.

	@script RequireComponent(MeshFilter)
	@script RequireComponent(MeshRenderer)
	function Start () {
		var meshFilters: MeshFilter[] = GetComponentsInChildren(MeshFilter);
		var combine : CombineInstance[] = new CombineInstance[meshFilters.Length];
		for (var i = 0; i < meshFilters.Length; i++){
			combine[i].mesh = meshFilters[i].sharedMesh;
			combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
			meshFilters[i].gameObject.active = false;
		}
		transform.GetComponent(MeshFilter).mesh = new Mesh();
		transform.GetComponent(MeshFilter).mesh.CombineMeshes(combine);
		transform.gameObject.active = true;
	}
using UnityEngine;
using System.Collections;

[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.active = false;
            i++;
        }
        transform.GetComponent<MeshFilter>().mesh = new Mesh();
        transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine);
        transform.gameObject.active = true;
    }
}
import UnityEngine
import System.Collections

[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public class ExampleClass(MonoBehaviour):

	def Start() as void:
		meshFilters as (MeshFilter) = GetComponentsInChildren[of MeshFilter]()
		combine as (CombineInstance) = array[of CombineInstance](meshFilters.Length)
		i as int = 0
		while i < meshFilters.Length:
			combine[i].mesh = meshFilters[i].sharedMesh
			combine[i].transform = meshFilters[i].transform.localToWorldMatrix
			meshFilters[i].gameObject.active = false
			i++
		transform.GetComponent[of MeshFilter]().mesh = Mesh()
		transform.GetComponent[of MeshFilter]().mesh.CombineMeshes(combine)
		transform.gameObject.active = true

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