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Mesh.CombineMeshes

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public function CombineMeshes(combine: CombineInstance[], mergeSubMeshes: bool = true, useMatrices: bool = true, hasLightmapData: bool = false): void;
public void CombineMeshes(CombineInstance[] combine, bool mergeSubMeshes = true, bool useMatrices = true, bool hasLightmapData = false);

Parameters

combine 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.

Description

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.

Set hasLightmapData to true to transform the input Mesh lightmap UV data by the lightmap scale offset data in CombineInstance structs. The Meshes must share the same lightmap texture.

@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; } }