Code
将以下脚本添加到一个带有Aniamtor Component的模型GameObject上,在Game视图按下"S"键,就可以看到模型给快照了一份出来
模型要有位移,何移动动画,这样就可以看到快照在原地的样子
using System.Text;
using UnityEngine;
public class TestingAnimatorAPI : MonoBehaviour
{
private MeshRenderer[] meshesRenderer;
private SkinnedMeshRenderer[] skinnedMeshesRenderer;
private Animator animator;
// Start is called before the first frame update
void Start()
{
PrintInfos();
meshesRenderer = transform.GetComponentsInChildren<MeshRenderer>();
skinnedMeshesRenderer = transform.GetComponentsInChildren<SkinnedMeshRenderer>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.S))
{
SnapshotSkinnedMesh();
}
}
private int counter;
private void Snapshot()
{
GameObject pGo = new GameObject($"SkinnedMeshSnapshot_{++counter}");
pGo.transform.position = gameObject.transform.position;
pGo.transform.rotation = gameObject.transform.rotation;
pGo.transform.localScale = gameObject.transform.localScale;
// meshes
if (meshesRenderer != null && meshesRenderer.Length > 0)
{
for (int i = 0; i < meshesRenderer.Length; i++)
{
var ownGo = meshesRenderer[i].gameObject;
var ownGoMeshFilter = ownGo.GetComponent<MeshFilter>();
GameObject go = new GameObject(meshesRenderer[i].gameObject.name);
go.transform.SetParent(pGo.transform);
MeshFilter meshFilter = go.AddComponent<MeshFilter>();
MeshRenderer meshRenderer = go.AddComponent<MeshRenderer>();
#if UNITY_EDITOR
//go.hideFlags = HideFlags.HideAndDontSave; // 调试时,想在hierarchy看到,就注释掉吧
#else
go.hideFlags = HideFlags.HideAndDontSave;
#endif
meshRenderer.materials = meshesRenderer[i].materials;
meshFilter.sharedMesh = ownGoMeshFilter.sharedMesh;
go.transform.position = meshesRenderer[i].transform.position;
go.transform.rotation = meshesRenderer[i].transform.rotation;
go.transform.localScale = meshesRenderer[i].transform.localScale;
}
}
// skinnedMeshes
if (skinnedMeshesRenderer != null && skinnedMeshesRenderer.Length > 0)
{
for (int i = 0; i < skinnedMeshesRenderer.Length; i++)
{
Mesh mesh = new Mesh();
skinnedMeshesRenderer[i].BakeMesh(mesh);
GameObject go = new GameObject(skinnedMeshesRenderer[i].gameObject.name);
go.transform.SetParent(pGo.transform);
MeshFilter meshFilter = go.AddComponent<MeshFilter>();
MeshRenderer meshRenderer = go.AddComponent<MeshRenderer>();
#if UNITY_EDITOR
//go.hideFlags = HideFlags.HideAndDontSave; // 调试时,想在hierarchy看到,就注释掉吧
#else
go.hideFlags = HideFlags.HideAndDontSave;
#endif
meshRenderer.materials = skinnedMeshesRenderer[i].materials;
meshFilter.sharedMesh = mesh;
go.transform.position = skinnedMeshesRenderer[i].transform.position;
go.transform.rotation = skinnedMeshesRenderer[i].transform.rotation;
go.transform.localScale = skinnedMeshesRenderer[i].transform.localScale;
}
}
}
}
Runtime
再Game视图下,按下"S"键,就可以看到Scene下的snapshot效果
总结
这个主要实现MeshRenderer的copy,还有SkinnedMeshRenderer的BakeMesh转到MeshRenderer
还可以优化
就是在Snapshot之后,可以将所有的Mesh,Material,合并到一个MeshRenderer/Filter来显示,效率更高,这里我就不写了
应用的场景
- 像下面的References中的,制作简单的运动模型的残影效果
- 还有一些,起始出现,或消失时,带有蒙皮动画的,在该蒙皮播放到静止时,可以使用Bake到Mesh,再用MeshRenderer来显示,再合并现实,这样性能将有所提升