Files
PotionMaker/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleSkinnedMeshDescription.cs
2026-03-27 16:34:08 +09:00

23 lines
1023 B
C#

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.");
}
}
}