MeshInfo

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(Usage)
(Add mesh info from SkinnedMeshRenderer's)
Line 28: Line 28:
 
         foreach (GameObject go in Selection.GetFiltered(typeof(GameObject), SelectionMode.TopLevel))
 
         foreach (GameObject go in Selection.GetFiltered(typeof(GameObject), SelectionMode.TopLevel))
 
         {
 
         {
             Component[] meshes = go.GetComponentsInChildren(typeof(MeshFilter));
+
             Component[] skinnedMeshes = go.GetComponentsInChildren(typeof(SkinnedMeshRenderer)) ;
 +
            Component[] meshFilters = go.GetComponentsInChildren(typeof(MeshFilter));
  
             foreach (MeshFilter mesh in meshes)
+
             ArrayList totalMeshes = new ArrayList(meshFilters.Length + skinnedMeshes.Length);
 +
 
 +
            for (int meshFiltersIndex = 0; meshFiltersIndex < meshFilters.Length; meshFiltersIndex++)
 +
            {
 +
                MeshFilter meshFilter = (MeshFilter)meshFilters[meshFiltersIndex];
 +
                totalMeshes.Add(meshFilter.sharedMesh);
 +
            }
 +
 
 +
            for (int skinnedMeshIndex = 0; skinnedMeshIndex < skinnedMeshes.Length; skinnedMeshIndex++)
 +
            {
 +
                SkinnedMeshRenderer skinnedMeshRenderer = (SkinnedMeshRenderer)skinnedMeshes[skinnedMeshIndex];
 +
                totalMeshes.Add(skinnedMeshRenderer.sharedMesh);
 +
            }
 +
 
 +
            for (int i = 0; i < totalMeshes.Count; i++)
 
             {
 
             {
                 if (mesh.sharedMesh)
+
                 Mesh mesh = (Mesh)totalMeshes[i];
                 {
+
                 vertices += mesh.vertexCount;
                    vertices += mesh.sharedMesh.vertexCount;
+
                triangles += mesh.triangles.Length / 3;
                    triangles += mesh.sharedMesh.triangles.Length / 3;
+
                meshCount++;
                    meshCount++;
+
                }
+
 
             }
 
             }
 
         }
 
         }

Revision as of 16:42, 4 May 2009

Author: Jonathan Czeck (aarku)

Description

This script will show statistics of the meshes in the current selection. If a parent object is selected, the script will show statistics of the parent's entire hierarchy.

Usage

Place this script in YourProject/Assets/Editor/MeshInfo.cs and a menu item will automatically appear in the Custom menu after it is compiled. Then select any number of objects and select the menu item to see triangle and vertex info.

C# - MeshInfo.cs

<csharp>using UnityEngine; using UnityEditor; using System.Collections;

public class MeshInfo : ScriptableObject {

   [MenuItem ("Custom/Show Mesh Info %#i")]
   public static void ShowCount()
   {
       int triangles = 0;
       int vertices = 0;
       int meshCount = 0;
       
       foreach (GameObject go in Selection.GetFiltered(typeof(GameObject), SelectionMode.TopLevel))
       {
           Component[] skinnedMeshes = go.GetComponentsInChildren(typeof(SkinnedMeshRenderer)) ;
           Component[] meshFilters = go.GetComponentsInChildren(typeof(MeshFilter));
           ArrayList totalMeshes = new ArrayList(meshFilters.Length + skinnedMeshes.Length);
           for (int meshFiltersIndex = 0; meshFiltersIndex < meshFilters.Length; meshFiltersIndex++)
           {
               MeshFilter meshFilter = (MeshFilter)meshFilters[meshFiltersIndex];
               totalMeshes.Add(meshFilter.sharedMesh);
           }
           for (int skinnedMeshIndex = 0; skinnedMeshIndex < skinnedMeshes.Length; skinnedMeshIndex++)
           {
               SkinnedMeshRenderer skinnedMeshRenderer = (SkinnedMeshRenderer)skinnedMeshes[skinnedMeshIndex];
               totalMeshes.Add(skinnedMeshRenderer.sharedMesh);
           }
           for (int i = 0; i < totalMeshes.Count; i++)
           {
               Mesh mesh = (Mesh)totalMeshes[i];
               vertices += mesh.vertexCount;
               triangles += mesh.triangles.Length / 3;
               meshCount++;
           }
       }
       EditorUtility.DisplayDialog("Vertex and Triangle Count", vertices
           + " vertices in selection.  " + triangles + " triangles in selection.  "
           + meshCount + " meshes in selection." + (meshCount > 0 ? ("  Average of " + vertices / meshCount
           + " vertices and " + triangles / meshCount + " triangles per mesh.") : ""), "OK", "");
   }
   
   [MenuItem ("Custom/Show Mesh Info %i", true)]
   public static bool ValidateShowCount()
   {
       return Selection.activeGameObject;
   }
   

} </csharp>

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