public class CombineOpMesh : MonoBehaviour {
void Start()
{
CombineToMesh(this.gameObject);
}
public void CombineToMesh(GameObject _go)
{
SkinnedMeshRenderer[] smr = _go.GetComponentsInChildren<SkinnedMeshRenderer>();
List<CombineInstance> lcom = new List<CombineInstance>();
List<Material> lmat = new List<Material>();
List<Transform> ltra = new List<Transform>();
for (int i = 0; i < smr.Length; i++ )
{
lmat.AddRange(smr[i].materials);
ltra.AddRange(smr[i].bones);
for (int sub = 0; sub < smr[i].sharedMesh.subMeshCount; sub++ )
{
CombineInstance ci = new CombineInstance();
ci.mesh = smr[i].sharedMesh;
ci.subMeshIndex = sub;
lcom.Add(ci);
}
Destroy(smr[i].gameObject);
}
SkinnedMeshRenderer _r = _go.GetComponent<SkinnedMeshRenderer>();
if (_r == null)
_r = _go.AddComponent<SkinnedMeshRenderer>();
_r.sharedMesh = new Mesh();
_r.bones = ltra.ToArray();
_r.materials = new Material[] { lmat[0] };
_r.rootBone = _go.transform;
_r.sharedMesh.CombineMeshes(lcom.ToArray(), true, false);
}
}
建一个空对象(挂上上面的脚本),子对象为模型,