Mesh 对象中的子网格数。
每个子网格都对应于 Renderer 中的一个 Material,如 MeshRenderer 或 SkinnedMeshRenderer。子网格由引用一组顶点的三角形的列表组成。顶点可以在多个子网格之间共享。
另请参阅:GetTriangles、SetTriangles。
using UnityEngine;
public class Example : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; Debug.Log("Submeshes: " + mesh.subMeshCount); } }
有关高级的较低级别子网格和网格数据操作函数,请参阅 SubMeshDescriptor、SetSubMesh、SetIndexBufferParams、SetIndexBufferData。
请注意,将 subMeshCount
更改为比之前小的值会缩小网格索引缓冲区的大小。新索引缓冲区的大小设置为第一个删除的子网格的 SubMeshDescriptor.indexStart。
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