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42
Assets/MeshBaker/Examples/SceneRuntimeExample/MB_Example.cs
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42
Assets/MeshBaker/Examples/SceneRuntimeExample/MB_Example.cs
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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;
|
||||
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||||
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();
|
||||
}
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}
|
||||
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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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}
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}
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}
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using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace DigitalOpus.MB.Examples
|
||||
{
|
||||
public class MB_ExampleMover : MonoBehaviour
|
||||
{
|
||||
|
||||
public int axis = 0;
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void Update()
|
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{
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Vector3 v1 = new Vector3(5f, 5f, 5f);
|
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v1[axis] *= Mathf.Sin(Time.time);
|
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transform.position = v1;
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}
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}
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}
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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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||||
}
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}
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}
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guid: c77cfb227eb171843928e60d603f605e
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||||
AssetOrigin:
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||||
serializedVersion: 1
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||||
productId: 31895
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||||
packageName: Mesh Baker Free
|
||||
packageVersion: 3.40.1
|
||||
assetPath: Assets/MeshBaker/Examples/SceneRuntimeExample/SpherePF.prefab
|
||||
uploadId: 797180
|
||||
Reference in New Issue
Block a user