using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class CombineMeshes : MonoBehaviour
{
void Start()
{
//获取MeshRender;
MeshRenderer[] meshRenders = GetComponentsInChildren<MeshRenderer>();
//材质;
Material[] mats = new Material[meshRenders.Length];
for (int i = 0; i < meshRenders.Length; i++)
{
mats[i] = meshRenders[i].sharedMaterial;
}
//合并Mesh;
MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
CombineInstance[] combine = new CombineInstance[meshFilters.Length];
for (int i = 0; i < meshFilters.Length; i++)
{
combine[i].mesh = meshFilters[i].sharedMesh;
combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
meshFilters[i].gameObject.SetActive(false);
}
MeshRenderer mr = gameObject.AddComponent<MeshRenderer>();
MeshFilter mf = gameObject.AddComponent<MeshFilter>();
mf.mesh = new Mesh();
mf.mesh.CombineMeshes(combine, false);
gameObject.SetActive(true);
mr.sharedMaterials = mats;
}