staticBatchRoot | 游戏对象应该成为组合批次的根。 |
StaticBatchingUtility.Combine
会使 staticBatchRoot
的所有子项均做好进行静态批处理的准备。
只有满足以下所有条件时,游戏对象才有资格使用此方法进行静态批处理:
游戏对象处于激活状态。
游戏对象具有 Mesh Filter 组件,并且已启用该组件。
Mesh Filter 组件具有对网格的引用。
网格已启用读/写权限。
网格的顶点数大于 0。
网格尚未与另一个网格组合。
游戏对象具有 Mesh Renderer 组件,并且已启用该组件。
Mesh Renderer 组件不使用任何具有 DisableBatching
标签设置为 true 的着色器的材质。
使用此方法时,无需使用 Inspector 窗口的 Static 复选框将游戏对象标记为 Batching Static 来使其符合批处理的条件。
组合后,子项无法更改其变换属性;但可以更改 staticBatchRoot
的变换属性。
另请参阅:Mesh.CombineMeshes、Mesh.isReadable。
gos | 要准备进行静态批处理的游戏对象。 |
staticBatchRoot | 游戏对象应该成为组合批次的根。 |
StaticBatchingUtility.Combine 会使 gos
中包含的所有游戏对象均做好进行静态批处理的准备。staticBatchRoot 被视为它们的父项。
StaticBatchingUtility.Combine 会使 gos
中包含的所有游戏对象均做好进行静态批处理的准备。staticBatchRoot 被视为它们的父项。
仅当满足以下所有条件时,游戏对象才有资格使用此方法进行静态批处理:
游戏对象处于激活状态。
游戏对象具有 Mesh Filter 组件,并且已启用该组件。
Mesh Filter 组件具有对网格的引用。
网格已启用读/写权限。
网格的顶点数大于 0。
网格尚未与另一个网格组合。
游戏对象具有 Mesh Renderer 组件,并且已启用该组件。
Mesh Renderer 不使用任何具有 DisableBatching
标签设置为 true 的着色器的材质。
使用此方法时,无需使用 Inspector 窗口的 Static 复选框将游戏对象标记为 Batching Static 来使其符合批处理的条件。
组合后,gos
中包含的游戏对象无法更改其变换属性;但可移动 staticBatchRoot
。
另请参阅:Mesh.CombineMeshes、Mesh.isReadable。
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