using UnityEngine;
using System.Collections.Generic;
using System;
public partial class Test {
public GameObject Test(GameObject target, UnityEngine.Object[] partsPrefabs, bool isPartGo = false) {
//float startTime = Time.realtimeSinceStartup;
if (target == null) {
target = new GameObject();
}
// 寻找骨头根节点
Transform rootBoneTrans = target.transform.Find(ROOT_BONE_NAME);
if (null == rootBoneTrans) {
return target;
}
GameObject rootBone = rootBoneTrans.gameObject;
// 收集所有部件的 SkinnedMeshRenderer
List<SkinnedMeshRenderer> smrs = new List<SkinnedMeshRenderer>();
for (int i = 0; i < partsPrefabs.Length; i++) {
UnityEngine.Object partPerfab = partsPrefabs[i];
GameObject partObj = null;
if (isPartGo) {
partObj = pa
使用 PackTextures
最新推荐文章于 2024-08-22 09:05:12 发布
该段代码展示了如何在Unity3D中合并多个带有骨骼的SkinnedMeshRenderer,将它们的纹理打包到一个图集,并重新映射UV坐标。通过这个过程,可以优化游戏性能,减少Draw Call。
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