added platfrom break effect
This commit is contained in:
8
Assets/MeshCombiner/Editor.meta
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8
Assets/MeshCombiner/Editor.meta
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|
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fileFormatVersion: 2
|
||||
guid: 303657b881c5c104fabb7c2d58e364ae
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
144
Assets/MeshCombiner/Editor/MeshCombinerEditor.cs
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144
Assets/MeshCombiner/Editor/MeshCombinerEditor.cs
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@@ -0,0 +1,144 @@
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using System.Linq;
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using System.Text.RegularExpressions;
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using UnityEditor;
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using UnityEngine;
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[CustomEditor(typeof(MeshCombiner))]
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public class MeshCombinerEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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MeshCombiner meshCombiner = (MeshCombiner)target;
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Mesh mesh = meshCombiner.GetComponent<MeshFilter>().sharedMesh;
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#region Script:
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GUI.enabled = false;
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EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((MeshCombiner)target), typeof(MeshCombiner), false);
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GUI.enabled = true;
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#endregion Script.
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#region MeshFiltersToSkip array:
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SerializedProperty meshFiltersToSkip = serializedObject.FindProperty("meshFiltersToSkip");
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(meshFiltersToSkip, true);
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if(EditorGUI.EndChangeCheck())
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{
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serializedObject.ApplyModifiedProperties();
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}
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#endregion MeshFiltersToSkip array.
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#region Button which combine Meshes into one Mesh & Toggles with combine options:
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// Button:
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if(GUILayout.Button("Combine Meshes"))
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{
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meshCombiner.CombineMeshes(true);
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}
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// Toggles:
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meshCombiner.CreateMultiMaterialMesh = GUILayout.Toggle(meshCombiner.CreateMultiMaterialMesh, "Create Multi-Material Mesh");
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meshCombiner.CombineInactiveChildren = GUILayout.Toggle(meshCombiner.CombineInactiveChildren, "Combine Inactive Children");
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meshCombiner.DeactivateCombinedChildren = GUILayout.Toggle(meshCombiner.DeactivateCombinedChildren, "Deactivate Combined Children");
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meshCombiner.DeactivateCombinedChildrenMeshRenderers = GUILayout.Toggle(meshCombiner.DeactivateCombinedChildrenMeshRenderers,
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"Deactivate Combined Children's MeshRenderers");
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meshCombiner.GenerateUVMap = GUILayout.Toggle(meshCombiner.GenerateUVMap, new GUIContent("Generate UV Map", "It is a slow operation that "+
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"generates a UV map (required for the lightmap).\n\nCan be used only in the Editor."));
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// The last (6) "Destroy Combined Children" Toggle:
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GUIStyle style = new GUIStyle(EditorStyles.toggle);
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if(meshCombiner.DestroyCombinedChildren)
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{
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style.onNormal.textColor = new Color(1, 0.15f, 0);
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}
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meshCombiner.DestroyCombinedChildren = GUILayout.Toggle(meshCombiner.DestroyCombinedChildren,
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new GUIContent("Destroy Combined Children", "In the editor this operation can NOT be undone!\n\n"+
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"If you want to bring back destroyed GameObjects, you have to load again the scene without saving."), style);
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#endregion Button which combine Meshes into one Mesh & Toggles with combine options.
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#region Path to the folder where combined Meshes will be saved:
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// Create Labels:
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GUILayout.Label("");
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GUILayout.Label(new GUIContent("Folder path:", "Folder path to save combined Mesh."));
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// Create style wherein text color will be red if folder path is not valid:
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style = new GUIStyle(EditorStyles.textField);
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bool isValidPath = IsValidPath(meshCombiner.FolderPath);
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if(!isValidPath)
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{
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style.normal.textColor = Color.red;
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style.focused.textColor = Color.red;
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}
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// Create TextField with custom style:
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meshCombiner.FolderPath = EditorGUILayout.TextField(meshCombiner.FolderPath, style);
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#endregion Path to the folder where combined Meshes will be saved.
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#region Button which save/show combined Mesh:
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bool meshIsSaved = (mesh != null && AssetDatabase.Contains(mesh));
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GUI.enabled = (mesh != null && (isValidPath || meshIsSaved)); // Valid path is required for not saved Mesh.
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string saveMeshButtonText = (meshIsSaved) ? "Show Saved Combined Mesh" : "Save Combined Mesh";
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if(GUILayout.Button(saveMeshButtonText))
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{
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meshCombiner.FolderPath = SaveCombinedMesh(mesh, meshCombiner.FolderPath);
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}
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GUI.enabled = true;
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#endregion Button which save/show combined Mesh.
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}
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private bool IsValidPath(string folderPath)
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{
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string pattern = "[:*?\"<>|]"; // Prohibited characters.
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Regex regex = new Regex(pattern);
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return (!regex.IsMatch(folderPath));
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}
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private string SaveCombinedMesh(Mesh mesh, string folderPath)
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{
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bool meshIsSaved = AssetDatabase.Contains(mesh); // If is saved then only show it in the project view.
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#region Create directories if Mesh and path doesn't exists:
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folderPath = folderPath.Replace('\\', '/');
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if(!meshIsSaved && !AssetDatabase.IsValidFolder("Assets/"+folderPath))
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{
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string[] folderNames = folderPath.Split('/');
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folderNames = folderNames.Where((folderName) => !folderName.Equals("")).ToArray();
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folderNames = folderNames.Where((folderName) => !folderName.Equals(" ")).ToArray();
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folderPath = "/"; // Reset folder path.
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for(int i = 0; i < folderNames.Length; i++)
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{
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folderNames[i] = folderNames[i].Trim();
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if(!AssetDatabase.IsValidFolder("Assets"+folderPath+folderNames[i]))
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{
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string folderPathWithoutSlash = folderPath.Substring(0, folderPath.Length-1); // Delete last "/" character.
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AssetDatabase.CreateFolder("Assets"+folderPathWithoutSlash, folderNames[i]);
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}
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folderPath += folderNames[i]+"/";
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}
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folderPath = folderPath.Substring(1, folderPath.Length-2); // Delete first and last "/" character.
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}
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#endregion Create directories if Mesh and path doesn't exists.
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#region Save Mesh:
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if(!meshIsSaved)
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{
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string meshPath = "Assets/"+folderPath+"/"+mesh.name+".asset";
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int assetNumber = 1;
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while(AssetDatabase.LoadAssetAtPath(meshPath, typeof(Mesh)) != null) // If Mesh with same name exists, change name.
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{
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meshPath = "Assets/"+folderPath+"/"+mesh.name+" ("+assetNumber+").asset";
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assetNumber++;
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}
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AssetDatabase.CreateAsset(mesh, meshPath);
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AssetDatabase.SaveAssets();
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Debug.Log("<color=#ff9900><b>Mesh \""+mesh.name+"\" was saved in the \""+folderPath+"\" folder.</b></color>"); // Show info about saved mesh.
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}
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#endregion Save Mesh.
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EditorGUIUtility.PingObject(mesh); // Show Mesh in the project view.
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return folderPath;
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}
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}
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18
Assets/MeshCombiner/Editor/MeshCombinerEditor.cs.meta
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18
Assets/MeshCombiner/Editor/MeshCombinerEditor.cs.meta
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@@ -0,0 +1,18 @@
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||||
fileFormatVersion: 2
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guid: e2ae2996f91d32944a854e57dfc5a7ff
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
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||||
userData:
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assetBundleName:
|
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assetBundleVariant:
|
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AssetOrigin:
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||||
serializedVersion: 1
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||||
productId: 157192
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||||
packageName: Mesh Combiner
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packageVersion: 1.2
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assetPath: Assets/MeshCombiner/Editor/MeshCombinerEditor.cs
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uploadId: 399985
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8
Assets/MeshCombiner/Scripts.meta
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8
Assets/MeshCombiner/Scripts.meta
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@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
|
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guid: a2a7540ec4650c74fbbf276d68fcb924
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
|
||||
396
Assets/MeshCombiner/Scripts/MeshCombiner.cs
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396
Assets/MeshCombiner/Scripts/MeshCombiner.cs
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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[RequireComponent(typeof(MeshFilter))]
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[RequireComponent(typeof(MeshRenderer))]
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public class MeshCombiner : MonoBehaviour
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{
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private const int Mesh16BitBufferVertexLimit = 65535;
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[SerializeField]
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private bool createMultiMaterialMesh = false, combineInactiveChildren = false, deactivateCombinedChildren = true,
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deactivateCombinedChildrenMeshRenderers = false, generateUVMap = false, destroyCombinedChildren = false;
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[SerializeField]
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private string folderPath = "Prefabs/CombinedMeshes";
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[SerializeField]
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[Tooltip("MeshFilters with Meshes which we don't want to combine into one Mesh.")]
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private MeshFilter[] meshFiltersToSkip = new MeshFilter[0];
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public bool CreateMultiMaterialMesh { get { return createMultiMaterialMesh; } set { createMultiMaterialMesh = value; } }
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public bool CombineInactiveChildren { get { return combineInactiveChildren; } set { combineInactiveChildren = value; } }
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public bool DeactivateCombinedChildren
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{
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get { return deactivateCombinedChildren; }
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set
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{
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deactivateCombinedChildren = value;
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CheckDeactivateCombinedChildren();
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}
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}
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public bool DeactivateCombinedChildrenMeshRenderers
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{
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get { return deactivateCombinedChildrenMeshRenderers; }
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set
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{
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deactivateCombinedChildrenMeshRenderers = value;
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CheckDeactivateCombinedChildren();
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}
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}
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public bool GenerateUVMap { get { return generateUVMap; } set { generateUVMap = value; } }
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public bool DestroyCombinedChildren
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{
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get { return destroyCombinedChildren; }
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set
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{
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destroyCombinedChildren = value;
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CheckDestroyCombinedChildren();
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}
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}
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public string FolderPath { get { return folderPath; } set { folderPath = value; } }
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private void CheckDeactivateCombinedChildren()
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{
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if(deactivateCombinedChildren || deactivateCombinedChildrenMeshRenderers)
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{
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destroyCombinedChildren = false;
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}
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}
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private void CheckDestroyCombinedChildren()
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{
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if(destroyCombinedChildren)
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{
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deactivateCombinedChildren = false;
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deactivateCombinedChildrenMeshRenderers = false;
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}
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}
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/// <summary>
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/// Combine children's Meshes into one Mesh. Set 'showCreatedMeshInfo' to true if want to show info about created Mesh in the console.
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/// </summary>
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public void CombineMeshes(bool showCreatedMeshInfo)
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{
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#region Save our parent scale and our Transform and reset it temporarily:
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// When we are unparenting and get parent again then sometimes scale is a little bit different so save scale before unparenting:
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Vector3 oldScaleAsChild = transform.localScale;
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// If we have parent then his scale will affect to our new combined Mesh scale so unparent us:
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int positionInParentHierarchy = transform.GetSiblingIndex();
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Transform parent = transform.parent;
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transform.parent = null;
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// Thanks to this the new combined Mesh will have same position and scale in the world space like its children:
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Quaternion oldRotation = transform.rotation;
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Vector3 oldPosition = transform.position;
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Vector3 oldScale = transform.localScale;
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transform.rotation = Quaternion.identity;
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transform.position = Vector3.zero;
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transform.localScale = Vector3.one;
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||||
#endregion Save Transform and reset it temporarily.
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||||
#region Combine Meshes into one Mesh:
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if(!createMultiMaterialMesh)
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{
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CombineMeshesWithSingleMaterial(showCreatedMeshInfo);
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||||
}
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||||
else
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||||
{
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||||
CombineMeshesWithMutliMaterial(showCreatedMeshInfo);
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||||
}
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||||
#endregion Combine Meshes into one Mesh.
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||||
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||||
#region Set old Transform values:
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||||
// Bring back the Transform values:
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transform.rotation = oldRotation;
|
||||
transform.position = oldPosition;
|
||||
transform.localScale = oldScale;
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||||
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||||
// Get back parent and same hierarchy position:
|
||||
transform.parent = parent;
|
||||
transform.SetSiblingIndex(positionInParentHierarchy);
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||||
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||||
// Set back the scale value as child:
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||||
transform.localScale = oldScaleAsChild;
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||||
#endregion Set old Transform values.
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||||
}
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||||
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||||
private MeshFilter[] GetMeshFiltersToCombine()
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||||
{
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||||
// Get all MeshFilters belongs to this GameObject and its children:
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||||
MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>(combineInactiveChildren);
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||||
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||||
// Delete first MeshFilter belongs to this GameObject in meshFiltersToSkip array:
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||||
meshFiltersToSkip = meshFiltersToSkip.Where((meshFilter) => meshFilter != meshFilters[0]).ToArray();
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||||
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||||
// Delete null values in meshFiltersToSkip array:
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||||
meshFiltersToSkip = meshFiltersToSkip.Where((meshFilter) => meshFilter != null).ToArray();
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||||
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||||
for(int i = 0; i < meshFiltersToSkip.Length; i++)
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||||
{
|
||||
meshFilters = meshFilters.Where((meshFilter) => meshFilter != meshFiltersToSkip[i]).ToArray();
|
||||
}
|
||||
|
||||
return meshFilters;
|
||||
}
|
||||
|
||||
private void CombineMeshesWithSingleMaterial(bool showCreatedMeshInfo)
|
||||
{
|
||||
// Get all MeshFilters belongs to this GameObject and its children:
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MeshFilter[] meshFilters = GetMeshFiltersToCombine();
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||||
|
||||
// First MeshFilter belongs to this GameObject so we don't need it:
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||||
CombineInstance[] combineInstances = new CombineInstance[meshFilters.Length-1];
|
||||
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||||
// If it will be over 65535 then use the 32 bit index buffer:
|
||||
long verticesLength = 0;
|
||||
|
||||
for(int i = 0; i < meshFilters.Length-1; i++) // Skip first MeshFilter belongs to this GameObject in this loop.
|
||||
{
|
||||
combineInstances[i].subMeshIndex = 0;
|
||||
combineInstances[i].mesh = meshFilters[i+1].sharedMesh;
|
||||
combineInstances[i].transform = meshFilters[i+1].transform.localToWorldMatrix;
|
||||
verticesLength += combineInstances[i].mesh.vertices.Length;
|
||||
}
|
||||
|
||||
// Set Material from child:
|
||||
MeshRenderer[] meshRenderers = GetComponentsInChildren<MeshRenderer>(combineInactiveChildren);
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||||
if(meshRenderers.Length >= 2)
|
||||
{
|
||||
meshRenderers[0].sharedMaterials = new Material[1];
|
||||
meshRenderers[0].sharedMaterial = meshRenderers[1].sharedMaterial;
|
||||
}
|
||||
else
|
||||
{
|
||||
meshRenderers[0].sharedMaterials = new Material[0]; // Reset the MeshRenderer's Materials array.
|
||||
}
|
||||
|
||||
// Create Mesh from combineInstances:
|
||||
Mesh combinedMesh = new Mesh();
|
||||
combinedMesh.name = name;
|
||||
|
||||
#if UNITY_2017_3_OR_NEWER
|
||||
if(verticesLength > Mesh16BitBufferVertexLimit)
|
||||
{
|
||||
combinedMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; // Only works on Unity 2017.3 or higher.
|
||||
}
|
||||
|
||||
combinedMesh.CombineMeshes(combineInstances);
|
||||
GenerateUV(combinedMesh);
|
||||
meshFilters[0].sharedMesh = combinedMesh;
|
||||
DeactivateCombinedGameObjects(meshFilters);
|
||||
|
||||
if(showCreatedMeshInfo)
|
||||
{
|
||||
if(verticesLength <= Mesh16BitBufferVertexLimit)
|
||||
{
|
||||
Debug.Log("<color=#00cc00><b>Mesh \""+name+"\" was created from "+combineInstances.Length+" children meshes and has "+verticesLength
|
||||
+" vertices.</b></color>");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("<color=#ff3300><b>Mesh \""+name+"\" was created from "+combineInstances.Length+" children meshes and has "+verticesLength
|
||||
+" vertices. Some old devices, like Android with Mali-400 GPU, do not support over 65535 vertices.</b></color>");
|
||||
}
|
||||
}
|
||||
#else
|
||||
if(verticesLength <= Mesh16BitBufferVertexLimit)
|
||||
{
|
||||
combinedMesh.CombineMeshes(combineInstances);
|
||||
GenerateUV(combinedMesh);
|
||||
meshFilters[0].sharedMesh = combinedMesh;
|
||||
DeactivateCombinedGameObjects(meshFilters);
|
||||
|
||||
if(showCreatedMeshInfo)
|
||||
{
|
||||
Debug.Log("<color=#00cc00><b>Mesh \""+name+"\" was created from "+combineInstances.Length+" children meshes and has "+verticesLength
|
||||
+" vertices.</b></color>");
|
||||
}
|
||||
}
|
||||
else if(showCreatedMeshInfo)
|
||||
{
|
||||
Debug.Log("<color=red><b>The mesh vertex limit is 65535! The created mesh had "+verticesLength+" vertices. Upgrade Unity version to"
|
||||
+" 2017.3 or higher to avoid this limit (some old devices, like Android with Mali-400 GPU, do not support over 65535 vertices).</b></color>");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void CombineMeshesWithMutliMaterial(bool showCreatedMeshInfo)
|
||||
{
|
||||
#region Get MeshFilters, MeshRenderers and unique Materials from all children:
|
||||
MeshFilter[] meshFilters = GetMeshFiltersToCombine();
|
||||
MeshRenderer[] meshRenderers = new MeshRenderer[meshFilters.Length];
|
||||
meshRenderers[0] = GetComponent<MeshRenderer>(); // Our (parent) MeshRenderer.
|
||||
|
||||
List<Material> uniqueMaterialsList = new List<Material>();
|
||||
for(int i = 0; i < meshFilters.Length-1; i++)
|
||||
{
|
||||
meshRenderers[i+1] = meshFilters[i+1].GetComponent<MeshRenderer>();
|
||||
if(meshRenderers[i+1] != null)
|
||||
{
|
||||
Material[] materials = meshRenderers[i+1].sharedMaterials; // Get all Materials from child Mesh.
|
||||
for(int j = 0; j < materials.Length; j++)
|
||||
{
|
||||
if(!uniqueMaterialsList.Contains(materials[j])) // If Material doesn't exists in the list then add it.
|
||||
{
|
||||
uniqueMaterialsList.Add(materials[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion Get MeshFilters, MeshRenderers and unique Materials from all children.
|
||||
|
||||
#region Combine children Meshes with the same Material to create submeshes for final Mesh:
|
||||
List<CombineInstance> finalMeshCombineInstancesList = new List<CombineInstance>();
|
||||
|
||||
// If it will be over 65535 then use the 32 bit index buffer:
|
||||
long verticesLength = 0;
|
||||
|
||||
for(int i = 0; i < uniqueMaterialsList.Count; i++) // Create each Mesh (submesh) from Meshes with the same Material.
|
||||
{
|
||||
List<CombineInstance> submeshCombineInstancesList = new List<CombineInstance>();
|
||||
|
||||
for(int j = 0; j < meshFilters.Length-1; j++) // Get only childeren Meshes (skip our Mesh).
|
||||
{
|
||||
if(meshRenderers[j+1] != null)
|
||||
{
|
||||
Material[] submeshMaterials = meshRenderers[j+1].sharedMaterials; // Get all Materials from child Mesh.
|
||||
|
||||
for(int k = 0; k < submeshMaterials.Length; k++)
|
||||
{
|
||||
// If Materials are equal, combine Mesh from this child:
|
||||
if(uniqueMaterialsList[i] == submeshMaterials[k])
|
||||
{
|
||||
CombineInstance combineInstance = new CombineInstance();
|
||||
combineInstance.subMeshIndex = k; // Mesh may consist of smaller parts - submeshes.
|
||||
// Every part have different index. If there are 3 submeshes
|
||||
// in Mesh then MeshRender needs 3 Materials to render them.
|
||||
combineInstance.mesh = meshFilters[j+1].sharedMesh;
|
||||
combineInstance.transform = meshFilters[j+1].transform.localToWorldMatrix;
|
||||
submeshCombineInstancesList.Add(combineInstance);
|
||||
verticesLength += combineInstance.mesh.vertices.Length;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create new Mesh (submesh) from Meshes with the same Material:
|
||||
Mesh submesh = new Mesh();
|
||||
|
||||
#if UNITY_2017_3_OR_NEWER
|
||||
if(verticesLength > Mesh16BitBufferVertexLimit)
|
||||
{
|
||||
submesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; // Only works on Unity 2017.3 or higher.
|
||||
}
|
||||
|
||||
submesh.CombineMeshes(submeshCombineInstancesList.ToArray(), true);
|
||||
#else
|
||||
// Below Unity 2017.3 if vertices count is above the limit then an error appears in the console when we use the below method.
|
||||
// Anyway we don't stop the algorithm here beacuse we want to count the entire number of vertices in the children meshes:
|
||||
if(verticesLength <= Mesh16BitBufferVertexLimit)
|
||||
{
|
||||
submesh.CombineMeshes(submeshCombineInstancesList.ToArray(), true);
|
||||
}
|
||||
#endif
|
||||
|
||||
CombineInstance finalCombineInstance = new CombineInstance();
|
||||
finalCombineInstance.subMeshIndex = 0;
|
||||
finalCombineInstance.mesh = submesh;
|
||||
finalCombineInstance.transform = Matrix4x4.identity;
|
||||
finalMeshCombineInstancesList.Add(finalCombineInstance);
|
||||
}
|
||||
#endregion Combine submeshes (children Meshes) with the same Material.
|
||||
|
||||
#region Set Materials array & combine submeshes into one multimaterial Mesh:
|
||||
meshRenderers[0].sharedMaterials = uniqueMaterialsList.ToArray();
|
||||
|
||||
Mesh combinedMesh = new Mesh();
|
||||
combinedMesh.name = name;
|
||||
|
||||
#if UNITY_2017_3_OR_NEWER
|
||||
if(verticesLength > Mesh16BitBufferVertexLimit)
|
||||
{
|
||||
combinedMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; // Only works on Unity 2017.3 or higher.
|
||||
}
|
||||
|
||||
combinedMesh.CombineMeshes(finalMeshCombineInstancesList.ToArray(), false);
|
||||
GenerateUV(combinedMesh);
|
||||
meshFilters[0].sharedMesh = combinedMesh;
|
||||
DeactivateCombinedGameObjects(meshFilters);
|
||||
|
||||
if(showCreatedMeshInfo)
|
||||
{
|
||||
if(verticesLength <= Mesh16BitBufferVertexLimit)
|
||||
{
|
||||
Debug.Log("<color=#00cc00><b>Mesh \""+name+"\" was created from "+(meshFilters.Length-1)+" children meshes and has "
|
||||
+finalMeshCombineInstancesList.Count+" submeshes, and "+verticesLength+" vertices.</b></color>");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("<color=#ff3300><b>Mesh \""+name+"\" was created from "+(meshFilters.Length-1)+" children meshes and has "
|
||||
+finalMeshCombineInstancesList.Count+" submeshes, and "+verticesLength
|
||||
+" vertices. Some old devices, like Android with Mali-400 GPU, do not support over 65535 vertices.</b></color>");
|
||||
}
|
||||
}
|
||||
#else
|
||||
if(verticesLength <= Mesh16BitBufferVertexLimit)
|
||||
{
|
||||
combinedMesh.CombineMeshes(finalMeshCombineInstancesList.ToArray(), false);
|
||||
GenerateUV(combinedMesh);
|
||||
meshFilters[0].sharedMesh = combinedMesh;
|
||||
DeactivateCombinedGameObjects(meshFilters);
|
||||
|
||||
if(showCreatedMeshInfo)
|
||||
{
|
||||
Debug.Log("<color=#00cc00><b>Mesh \""+name+"\" was created from "+(meshFilters.Length-1)+" children meshes and has "
|
||||
+finalMeshCombineInstancesList.Count+" submeshes, and "+verticesLength+" vertices.</b></color>");
|
||||
}
|
||||
}
|
||||
else if(showCreatedMeshInfo)
|
||||
{
|
||||
Debug.Log("<color=red><b>The mesh vertex limit is 65535! The created mesh had "+verticesLength+" vertices. Upgrade Unity version to"
|
||||
+" 2017.3 or higher to avoid this limit (some old devices, like Android with Mali-400 GPU, do not support over 65535 vertices).</b></color>");
|
||||
}
|
||||
#endif
|
||||
#endregion Set Materials array & combine submeshes into one multimaterial Mesh.
|
||||
}
|
||||
|
||||
private void DeactivateCombinedGameObjects(MeshFilter[] meshFilters)
|
||||
{
|
||||
for(int i = 0; i < meshFilters.Length-1; i++) // Skip first MeshFilter belongs to this GameObject in this loop.
|
||||
{
|
||||
if(!destroyCombinedChildren)
|
||||
{
|
||||
if(deactivateCombinedChildren)
|
||||
{
|
||||
meshFilters[i+1].gameObject.SetActive(false);
|
||||
}
|
||||
if(deactivateCombinedChildrenMeshRenderers)
|
||||
{
|
||||
MeshRenderer meshRenderer = meshFilters[i+1].gameObject.GetComponent<MeshRenderer>();
|
||||
if(meshRenderer != null)
|
||||
{
|
||||
meshRenderer.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DestroyImmediate(meshFilters[i+1].gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void GenerateUV(Mesh combinedMesh)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if(generateUVMap)
|
||||
{
|
||||
UnityEditor.UnwrapParam unwrapParam = new UnityEditor.UnwrapParam();
|
||||
UnityEditor.UnwrapParam.SetDefaults(out unwrapParam);
|
||||
UnityEditor.Unwrapping.GenerateSecondaryUVSet(combinedMesh, unwrapParam);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
18
Assets/MeshCombiner/Scripts/MeshCombiner.cs.meta
Normal file
18
Assets/MeshCombiner/Scripts/MeshCombiner.cs.meta
Normal file
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 24fb3eb29eeebd04d87475bbfb984a31
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 157192
|
||||
packageName: Mesh Combiner
|
||||
packageVersion: 1.2
|
||||
assetPath: Assets/MeshCombiner/Scripts/MeshCombiner.cs
|
||||
uploadId: 399985
|
||||
BIN
Assets/MeshCombiner/readme.pdf
Normal file
BIN
Assets/MeshCombiner/readme.pdf
Normal file
Binary file not shown.
14
Assets/MeshCombiner/readme.pdf.meta
Normal file
14
Assets/MeshCombiner/readme.pdf.meta
Normal file
@@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 02ac7360968340d469ead7285ab6ea15
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 157192
|
||||
packageName: Mesh Combiner
|
||||
packageVersion: 1.2
|
||||
assetPath: Assets/MeshCombiner/readme.pdf
|
||||
uploadId: 399985
|
||||
Reference in New Issue
Block a user