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<javascript> // Mesh Merger Script // Copyright 2009, Russ Menapace //

// Summary: // This script allows you to draw a large number of meshes with a single // draw call. This is particularly useful for iPhone games.

// License: // Free to use as you see fit, but I would appreciate one of the following: // * A credit for Human Powered Games, or even a link to // in whatever you make with this // * Hire me to make games or simulations // * A donation to the PayPal account at I'm very poor, so // even a small donation would be greatly appreciated! // * A thank you note to // * Suggestions on how the script could be improved mailed to

// Warranty: // This software carries no warranty, and I don't guarantee anything about it. // If it burns down your house or gets your cat pregnant, don't look at me.

// Acnowledgements: // This was pieced together out of code I found onthe UnifyCommunity wiki, and // the Unity forum. I did not keep track of names, but I do recall gaining // a lot of insight from the posts of PirateNinjaAlliance. // Thanks to anybody that may have been involved.

// Requirements: // All the meshes you want to use must use the same material. // This material may be a texture atlas and the meshes UV to portions of the atlas. // The texture atlas technique works particularly well for GUI stuff.

// Usage: // There are two ways to use this script:

// Implicit: // Simply drop the script into a GameObject that has a number of // child objects containing mesh filters.

// Explicit: // Populate the meshFilter array with the meshes you want merged // Optionally, set the material to be used. If no material is selected, // The script will apply the first material it encounters to all subsequent // meshes

// To see if it's working: // Move the camera so you can see several of your objects in the Game pane // Note the number of draw calls // Hit play. You should see the number of draw calls for those meshes reduced to one

using UnityEngine; using System;

//============================================================================== public class MeshMerger : MonoBehaviour {

 public MeshFilter[] meshFilters;
 public Material material;
 void Start () 
   // if not specified, go find meshes
   if(meshFilters.Length == 0)
     // find all the mesh filters
     Component[] comps = GetComponentsInChildren(typeof(MeshFilter));
     meshFilters = new MeshFilter[comps.Length];
     int mfi = 0;
     foreach(Component comp in comps)
       meshFilters[mfi++] = (MeshFilter) comp;
   // figure out array sizes
   int vertCount = 0;
   int normCount = 0;
   int triCount = 0;
   int uvCount = 0;
   foreach(MeshFilter mf in meshFilters)
     vertCount += mf.mesh.vertices.Length; 
     normCount += mf.mesh.normals.Length;
     triCount += mf.mesh.triangles.Length; 
     uvCount += mf.mesh.uv.Length;
     if(material == null)
       material = mf.gameObject.renderer.material;       
   // allocate arrays
   Vector3[] verts = new Vector3[vertCount];
   Vector3[] norms = new Vector3[normCount];
   Transform[] aBones = new Transform[meshFilters.Length];
   Matrix4x4[] bindPoses = new Matrix4x4[meshFilters.Length];
   BoneWeight[] weights = new BoneWeight[vertCount];
   int[] tris  = new int[triCount];
   Vector2[] uvs = new Vector2[uvCount];
   int vertOffset = 0;
   int normOffset = 0;
   int triOffset = 0;
   int uvOffset = 0;
   int meshOffset = 0;
   // merge the meshes and set up bones
   foreach(MeshFilter mf in meshFilters)
     foreach(int i in mf.mesh.triangles)
       tris[triOffset++] = i + vertOffset;
     aBones[meshOffset] = mf.transform;
     bindPoses[meshOffset] = Matrix4x4.identity;
     foreach(Vector3 v in mf.mesh.vertices)
       weights[vertOffset].weight0 = 1.0f;
       weights[vertOffset].boneIndex0 = meshOffset;
       verts[vertOffset++] = v;
     foreach(Vector3 n in mf.mesh.normals)
       norms[normOffset++] = n;
     foreach(Vector2 uv in mf.mesh.uv)
       uvs[uvOffset++] = uv;
     MeshRenderer mr = 
       as MeshRenderer;
       mr.enabled = false;
   // hook up the mesh
   Mesh me = new Mesh();  =;
   me.vertices = verts;
   me.normals = norms;
   me.boneWeights = weights;
   me.uv = uvs;
   me.triangles = tris;
   me.bindposes = bindPoses;
   // hook up the mesh renderer        
   SkinnedMeshRenderer smr = 
     as SkinnedMeshRenderer;
   smr.sharedMesh = me;
   smr.bones = aBones;
   renderer.material = material;



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