using UnityEngine;
using System.Collections;

namespace DigitalOpus.MB.Examples
{
	public class MB_ExampleSkinnedMeshDescription : MonoBehaviour
	{

		void OnGUI()
		{
			GUILayout.Label("Mesh Renderer objects have been baked into a skinned mesh. Each source object\n" +
							 " is still in the scene (with renderer disabled) and becomes a bone. Any scripts, animations,\n" +
							 " or physics that affect the invisible source objects will be visible in the\n" +
							 "Skinned Mesh." +
							 " This approach is more efficient than either dynamic batching or updating every frame \n" +
							 " for many small objects that constantly and independently move. \n" +
							 " With this approach pay attention to the SkinnedMeshRenderer Bounds and Animation Culling\n" +
							 "settings. You may need to write your own script to manage/update these or your object may vanish or stop animating.\n" +
							 " You can update the combined mesh at runtime as objects are added and deleted from the scene.");
		}
	}
}
