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- using UnityEngine;
- using System.Collections;
- public class CombineMeshes : MonoBehaviour
- {
- void Start()
- {
- MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
- CombineInstance[] combine = new CombineInstance[meshFilters.Length];
- int i = 0;
- while (i < meshFilters.Length)
- {
- combine.mesh = meshFilters.sharedMesh;
- combine.transform = meshFilters.transform.localToWorldMatrix;
- meshFilters.gameObject.SetActive(false);
- i++;
- }
- transform.GetComponent<MeshFilter>().mesh = new Mesh();
- transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine);
- transform.gameObject.SetActive(true);
- }
- }
- using UnityEngine;
- using System.Collections;
- using UnityEditor;
- public class EditorTools : MonoBehaviour
- {
- [MenuItem("Tools/Save Combine Mesh")]
- public static void SaveMesh()
- {
- Mesh m = Selection.activeGameObject.GetComponent<MeshFilter>().sharedMesh;
- AssetDatabase.CreateAsset(m, "Assets/tmp/cmbMesh.asset");
- AssetDatabase.SaveAssets();
- }
- }
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