Unity允许运行时替换SkinnedMeshRenderer的网格来实现自定义角色部件,分两种情况Optimize Game Objects 于 Nonoptimized GameObjects
Optimize Game Objects是模型Rig选项,开启后骨架不会在场景中存在,而是放入了内部存储。这种情况下只需简单替换mesh就行,不需要重新设置骨骼信息
public static void ReplaceSkinnedMeshOptimized(SkinnedMeshRenderer src, SkinnedMeshRenderer dst)
{
dst.sharedMaterials = src.sharedMaterials;
dst.sharedMesh = src.sharedMesh;
dst.localBounds = src.localBounds;
}
对于没有优化的Rig 需要重新设置骨骼信息
public static void ReplaceSkinnedMeshNonOptimized(SkinnedMeshRenderer src, SkinnedMeshRenderer dst)
{
Dictionary<string, Transform> skeleton = new Dictionary<string, Transform>();
Transform[] allTrans = dst.transform.GetComponentsInChildren<Transform>(true);
foreach (var item in allTrans)
{
skeleton[item.name] = item;
}
dst.sharedMaterials = src.sharedMaterials;
dst.sharedMesh = src.sharedMesh;
Transform[] bones = new Transform[src.bones.Length];
for (int ii = 0; ii < bones.Length; ii++)
{
bones[ii] = skeleton[src.bones[ii].name];
}
dst.bones = bones;
dst.rootBone = skeleton[src.rootBone.name];
dst.localBounds = src.localBounds;
}