优化网格以便进行 GPU 访问。
此操作可能需要一段时间,但将会使几何形状显示速度变得更快。 如果以程序方式从头开始生成网格并且要针对较高负载时间来权衡更好的运行时性能,则应使用它。 在内部,它将网格转换为三角形列表,并针对之前和之后的变换缓存位置优化三角形和顶点。 对于导入的模型,不会调用此函数,因为导入管线已为您执行此操作。
using UnityEngine; using UnityEditor;
public class Example : MonoBehaviour { void Start() { Mesh mesh = gameObject.GetComponent<MeshFilter>().mesh; MeshUtility.Optimize(mesh); } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.