Select your preferred scripting language. All code snippets will be displayed in this language.
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Closecombine | Descriptions of the Meshes to combine. |
mergeSubMeshes | Defines whether Meshes should be combined into a single sub-Mesh. |
useMatrices | Defines whether the transforms supplied in the CombineInstance array should be used or ignored. |
Combines several Meshes into this Mesh.
Combining Meshes is useful for performance optimization.
If mergeSubMeshes
is true, all the Meshes are combined to a single sub-Mesh. Otherwise, each Mesh
goes into a different sub-Mesh. If all Meshes share the same Material, set this to true.
If useMatrices
is true, the transform matrices in CombineInstance structs are used. Otherwise, they are 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; } }