유니티 셋팅

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2026-03-27 16:34:08 +09:00
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using UnityEngine;
using System.Collections;
namespace DigitalOpus.MB.Examples
{
public class MB_Example : MonoBehaviour
{
public MB3_MeshBaker meshbaker;
public GameObject[] objsToCombine;
void Start()
{
//Add the objects to the combined mesh
//Must have previously baked textures for these in the editor
if (meshbaker.AddDeleteGameObjects(objsToCombine, null, true))
{
//apply the changes we made this can be slow. See documentation
meshbaker.Apply();
}
}
void LateUpdate()
{
//Apply changes after this and other scripts have made changes
//Only to vertecies, tangents and normals
//Only want to call this once per frame since it is slow
if (meshbaker.UpdateGameObjects(objsToCombine))
{
meshbaker.Apply(false, true, true, true, false, false, false, false, false);
}
}
void OnGUI()
{
GUILayout.Label("Dynamically updates the vertices, normals and tangents in combined mesh every frame.\n" +
"This is similar to dynamic batching. It is not recommended to do this every frame.\n" +
"Also consider baking the mesh renderer objects into a skinned mesh renderer\n" +
"The skinned mesh approach is faster for objects that need to move independently of each other every frame.");
}
}
}

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using UnityEngine;
using System.Collections;
namespace DigitalOpus.MB.Examples
{
public class MB_ExampleMover : MonoBehaviour
{
public int axis = 0;
void Update()
{
Vector3 v1 = new Vector3(5f, 5f, 5f);
v1[axis] *= Mathf.Sin(Time.time);
transform.position = v1;
}
}
}

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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.");
}
}
}

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