public void CombineMeshes (CombineInstance[] combine, bool mergeSubMeshes= true, bool useMatrices= true, bool hasLightmapData= false);
public void CombineMeshes (CombineInstance[] combine);
public void CombineMeshes (CombineInstance[] combine, bool mergeSubMeshes);
public void CombineMeshes (CombineInstance[] combine, bool mergeSubMeshes, bool useMatrices);

파라미터

combineDescriptions of the Meshes to combine.
mergeSubMeshesDefines whether Meshes should be combined into a single sub-mesh.
useMatricesDefines whether the transforms supplied in the CombineInstance array should be used or ignored.

설명

Combines several Meshes into this Mesh.

Combining Meshes is useful for performance optimization.

If mergeSubMeshes is true, all the Meshes are combined together into a single sub-mesh. Otherwise, each Mesh is placed in a different sub-mesh. If all Meshes share the same Material, this property should be set to true.

If useMatrices is true, the transform matrices in CombineInstance structs are used. Otherwise, they are ignored.

Set hasLightmapData to true to transform the input Mesh lightmap UV data by the lightmap scale offset data in CombineInstance structs. The Meshes must share the same lightmap texture.

using UnityEngine;
using System.Collections;

// Copy meshes from children into the parent's Mesh. // CombineInstance stores the list of meshes. These are combined // and assigned to the attached Mesh.

[RequireComponent(typeof(MeshFilter))] [RequireComponent(typeof(MeshRenderer))] public class ExampleClass : MonoBehaviour { void Start() { MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>(); CombineInstance[] combine = new CombineInstance[meshFilters.Length];

int i = 0; while (i < meshFilters.Length) { combine[i].mesh = meshFilters[i].sharedMesh; combine[i].transform = meshFilters[i].transform.localToWorldMatrix; meshFilters[i].gameObject.SetActive(false);

i++; } transform.GetComponent<MeshFilter>().mesh = new Mesh(); transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine); transform.gameObject.SetActive(true); } }