指示在使用 Mesh.SetVertexBufferData 或 Mesh.SetIndexBufferData 修改网格数据时,Unity 不应重置蒙皮网格骨骼边界。
修改蒙皮网格顶点位置或索引缓冲区数据时,Unity 的默认行为是重置包含每个骨骼的缓存包围盒的内部数据结构,然后通过新顶点和索引缓冲区
数据重新计算这些边界。
可以使用 MeshUpdateFlags.DontResetBoneBounds
标志使 Unity 跳过此行为。如果在骨骼边界需要更新之前知道会有许多网格修改发生,或是如果知道骨骼边界无需重新计算,则这可能对性能大有裨益。
可以将此方法用于 Mesh.SetVertexBufferData 和 Mesh.SetIndexBufferData 方法。
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