MeshInfo

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Revision as of 04:04, 9 December 2010 by AnomalousUnderdog (Talk | contribs)

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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 = totalMeshes[i] as Mesh;
               if (mesh == null)
               {
                   Debug.LogWarning("You have a missing mesh in your scene.");
                   continue;
               }
               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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