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この関数による処理は時間がかかってしまうかもしれませんが、表示するジオメトリが早くなります。 You should use it if you generate a mesh from scratch procedurally and you want to trade better runtime performance against higher load time. Internally it optimizes the triangles for vertex cache locality. For imported models you should never call this as the import pipeline already does it for you.
function Start () { var mesh : Mesh = GetComponent(MeshFilter).mesh; mesh.Optimize(); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; mesh.Optimize(); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Start() as void: mesh as Mesh = GetComponent[of MeshFilter]().mesh mesh.Optimize()