MeshInfo

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(Add mesh info from SkinnedMeshRenderer's)
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[[Category: Wizard]]
 
[[Category: ScriptableObject]]
 
[[Category: C Sharp]]
 
[[Category: Selection]]
 
[[Category: MeshFilter]]
 
[[Category: Mesh]]
 
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>
 

Revision as of 18:54, 19 October 2009

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