//---------------------------------------------- // MeshBaker // Copyright © 2011-2012 Ian Deane //---------------------------------------------- using UnityEditor; using UnityEngine; using System; using System.Reflection; using System.Collections.Generic; using System.Linq; using DigitalOpus.MB.Core; namespace DigitalOpus.MB.MBEditor { public class MB3_MeshBakerEditorWindowAnalyseSceneTab { const int NUM_FILTERS = 5; bool writeReportFile = false; bool splitAtlasesSoMeshesFit = false; int atlasSize = 4096; string generate_AssetsFolder = ""; List> sceneAnalysisResults = new List>(); bool[] sceneAnalysisResultsFoldouts = new bool[0]; int[] groupByFilterIdxs = new int[NUM_FILTERS]; string[] groupByOptionNames; IGroupByFilter[] groupByOptionFilters; IGroupByFilter[] filters; Vector2 scrollPos2 = Vector2.zero; GUIContent gc_atlasSize = new GUIContent("Max Atlas Size", ""); GUIContent gc_splitAtlasesSoMeshesFit = new GUIContent("Split Groups If Textures Would Exceed Atlas Size (beta)", "If combining the textures into a single atlas would exceed the maximum atlas size then create multiple atlases. Othersize texture sizes are reduced."); public static bool InterfaceFilter(Type typeObj, System.Object criteriaObj) { return typeObj.ToString() == criteriaObj.ToString(); } void populateGroupByFilters() { string qualifiedInterfaceName = "DigitalOpus.MB.Core.IGroupByFilter"; var interfaceFilter = new TypeFilter(InterfaceFilter); List types = new List(); foreach (Assembly ass in AppDomain.CurrentDomain.GetAssemblies()) { System.Collections.IEnumerable typesIterator = null; try { typesIterator = ass.GetTypes(); } catch (Exception e) { //Debug.Log("The assembly that I could not read types for was: " + ass.GetName()); //suppress error e.Equals(null); } if (typesIterator != null) { foreach (Type ty in ass.GetTypes()) { var myInterfaces = ty.FindInterfaces(interfaceFilter, qualifiedInterfaceName); if (myInterfaces.Length > 0) { types.Add(ty); } } } } List filterNames = new List(); List filters = new List(); filterNames.Add("None"); filters.Add(null); foreach (Type tt in types) { if (!tt.IsAbstract && !tt.IsInterface) { IGroupByFilter instance = (IGroupByFilter)System.Activator.CreateInstance(tt); filterNames.Add(instance.GetName()); filters.Add(instance); } } groupByOptionNames = filterNames.ToArray(); groupByOptionFilters = filters.ToArray(); } public void drawTabAnalyseScene(Rect position) { //first time we are displaying collect the filters if (groupByOptionNames == null || groupByOptionNames.Length == 0) { //var types = AppDomain.CurrentDomain.GetAssemblies() // .SelectMany(s => s.GetTypes()) // .Where(p => type.IsAssignableFrom(p)); populateGroupByFilters(); //set filter initial values for (int i = 0; i < groupByOptionFilters.Length; i++) { if (groupByOptionFilters[i] is GroupByShader) { groupByFilterIdxs[0] = i; break; } } for (int i = 0; i < groupByOptionFilters.Length; i++) { if (groupByOptionFilters[i] is GroupByStatic) { groupByFilterIdxs[1] = i; break; } } for (int i = 0; i < groupByOptionFilters.Length; i++) { if (groupByOptionFilters[i] is GroupByRenderType) { groupByFilterIdxs[2] = i; break; } } for (int i = 0; i < groupByOptionFilters.Length; i++) { if (groupByOptionFilters[i] is GroupByOutOfBoundsUVs) { groupByFilterIdxs[3] = i; break; } } groupByFilterIdxs[4] = 0; //none } if (groupByFilterIdxs == null || groupByFilterIdxs.Length < NUM_FILTERS) { groupByFilterIdxs = new int[]{ 0,0,0,0,0 }; } EditorGUILayout.HelpBox("List shaders in scene prints a report to the console of shaders and which objects use them. This is useful for planning which objects to combine.", UnityEditor.MessageType.None); groupByFilterIdxs[0] = EditorGUILayout.Popup("Group By:", groupByFilterIdxs[0], groupByOptionNames); for (int i = 1; i < NUM_FILTERS; i++) { groupByFilterIdxs[i] = EditorGUILayout.Popup("Then Group By:", groupByFilterIdxs[i], groupByOptionNames); } EditorGUILayout.BeginHorizontal(); float oldLabelWidth = EditorGUIUtility.labelWidth; EditorGUIUtility.labelWidth = 300; splitAtlasesSoMeshesFit = EditorGUILayout.Toggle(gc_splitAtlasesSoMeshesFit, splitAtlasesSoMeshesFit); EditorGUIUtility.labelWidth = oldLabelWidth; bool enableAtlasField = true; if (splitAtlasesSoMeshesFit) { enableAtlasField = false; } EditorGUI.BeginDisabledGroup(enableAtlasField); atlasSize = EditorGUILayout.IntField(gc_atlasSize, atlasSize); EditorGUI.EndDisabledGroup(); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Select Folder For Combined Material Assets")) { generate_AssetsFolder = EditorUtility.SaveFolderPanel("Create Combined Material Assets In Folder", "", ""); generate_AssetsFolder = "Assets" + generate_AssetsFolder.Replace(Application.dataPath, "") + "/"; } EditorGUILayout.LabelField("Folder: " + generate_AssetsFolder); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("List Shaders In Scene")) { EditorUtility.DisplayProgressBar("Analysing Scene", "", .05f); try { listMaterialsInScene(); } catch (Exception ex) { Debug.LogError(ex.StackTrace); } finally { EditorUtility.ClearProgressBar(); } } if (GUILayout.Button("Bake Every MeshBaker In Scene")) { try { MB3_TextureBaker[] texBakers = (MB3_TextureBaker[]) GameObject.FindObjectsOfType(typeof(MB3_TextureBaker)); for (int i = 0; i < texBakers.Length; i++) { texBakers[i].CreateAtlases(updateProgressBar, true, new MB3_EditorMethods()); } MB3_MeshBakerCommon[] mBakers = (MB3_MeshBakerCommon[]) GameObject.FindObjectsOfType(typeof(MB3_MeshBakerCommon)); bool createTempMaterialBakeResult; for (int i = 0; i < mBakers.Length; i++) { if (mBakers[i].textureBakeResults != null) { MB3_MeshBakerEditorFunctions.BakeIntoCombined(mBakers[i], out createTempMaterialBakeResult); } } } catch (Exception e) { Debug.LogError(e); } finally { EditorUtility.ClearProgressBar(); } } EditorGUILayout.EndHorizontal(); if (sceneAnalysisResults.Count > 0) { float height = position.height - 150f; if (height < 500f) height = 500f; MB_EditorUtil.DrawSeparator(); scrollPos2 = EditorGUILayout.BeginScrollView(scrollPos2, false, true); //(scrollPos2,, GUILayout.Width(position.width - 20f), GUILayout.Height(height)); EditorGUILayout.LabelField("Shaders In Scene", EditorStyles.boldLabel); for (int i = 0; i < sceneAnalysisResults.Count; i++) { List gows = sceneAnalysisResults[i]; EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Generate Baker", GUILayout.Width(200))) { createAndSetupBaker(gows, generate_AssetsFolder); } if (GUILayout.Button("Select", GUILayout.Width(200))) { UnityEngine.Object[] selected = new UnityEngine.Object[gows.Count]; for (int j = 0; j < gows.Count; j++) { selected[j] = gows[j].go; } Selection.objects = selected; SceneView.lastActiveSceneView.FrameSelected(); } string descr = String.Format("Objs={0} AtlasIndex={1} {2}", gows.Count, gows[0].atlasIndex, gows[0].GetDescription(filters, gows[0])); EditorGUILayout.LabelField(descr, EditorStyles.wordWrappedLabel); EditorGUILayout.EndHorizontal(); sceneAnalysisResultsFoldouts[i] = EditorGUILayout.Foldout(sceneAnalysisResultsFoldouts[i], ""); if (sceneAnalysisResultsFoldouts[i]) { EditorGUI.indentLevel += 1; for (int j = 0; j < gows.Count; j++) { if (gows[j].go != null) { EditorGUILayout.LabelField(gows[j].go.name + " " + gows[j].GetDescription(filters, gows[j])); } } EditorGUI.indentLevel -= 1; } } EditorGUILayout.EndScrollView(); MB_EditorUtil.DrawSeparator(); } } int GetLODLevelForRenderer(Renderer r) { if (r != null) { LODGroup lodGroup = r.GetComponentInParent(); if (lodGroup != null) { LOD[] lods = lodGroup.GetLODs(); for (int lodIdx = 0; lodIdx < lods.Length; lodIdx++) { Renderer[] rs = lods[lodIdx].renderers; for (int j = 0; j < rs.Length; j++) { if (rs[j] == r) { return lodIdx; } } } } } return 0; } void listMaterialsInScene() { if (!ValidateGroupByFields()) return; if (groupByOptionFilters == null) { populateGroupByFilters(); } List gbfs = new List(); for (int i = 0; i < groupByFilterIdxs.Length; i++) { if (groupByFilterIdxs[i] != 0) { gbfs.Add(groupByOptionFilters[groupByFilterIdxs[i]]); } } filters = gbfs.ToArray(); //Get All Objects Already In a list of objects to be combined MB3_MeshBakerRoot[] allBakers = GameObject.FindObjectsOfType(); HashSet objectsAlreadyIncludedInBakers = new HashSet(); for (int i = 0; i < allBakers.Length; i++) { List objsToCombine = allBakers[i].GetObjectsToCombine(); for (int j = 0; j < objsToCombine.Count; j++) { if (objsToCombine[j] != null) objectsAlreadyIncludedInBakers.Add(objsToCombine[j]); } } //collect all renderers in scene List gameObjects = new List(); Renderer[] rs = (Renderer[]) GameObject.FindObjectsOfType(typeof(Renderer)); // Profile.StartProfile("listMaterialsInScene1"); EditorUtility.DisplayProgressBar("Analysing Scene", "Collecting Renderers", .25f); for (int i = 0; i < rs.Length; i++) { Renderer r = rs[i]; if (r is MeshRenderer || r is SkinnedMeshRenderer) { if (r.GetComponent() != null) { continue; //don't add TextMeshes } GameObjectFilterInfo goaw = new GameObjectFilterInfo(r.gameObject, objectsAlreadyIncludedInBakers, filters); if (goaw.materials.Length > 0) //don't consider renderers with no materials { gameObjects.Add(goaw); EditorUtility.DisplayProgressBar("Analysing Scene", "Collecting Renderer For " + r.name, .1f); } } } //analyse meshes Dictionary meshAnalysisResultCache = new Dictionary(); int totalVerts = 0; for (int i = 0; i < gameObjects.Count; i++) { string rpt = String.Format("Processing {0} [{1} of {2}]", gameObjects[i].go.name, i, gameObjects.Count); EditorUtility.DisplayProgressBar("Analysing Scene", rpt + " A", .6f); Mesh mm = MB_Utility.GetMesh(gameObjects[i].go); int nVerts = 0; if (mm != null) { nVerts += mm.vertexCount; MB_Utility.MeshAnalysisResult mar; if (!meshAnalysisResultCache.TryGetValue(mm.GetInstanceID(), out mar)) { EditorUtility.DisplayProgressBar("Analysing Scene", rpt + " Check Out Of Bounds UVs", .6f); MB_Utility.hasOutOfBoundsUVs(mm, ref mar); //Rect dummy = mar.uvRect; MB_Utility.doSubmeshesShareVertsOrTris(mm, ref mar); meshAnalysisResultCache.Add(mm.GetInstanceID(), mar); } if (mar.hasOutOfBoundsUVs) { int w = (int)mar.uvRect.width; int h = (int)mar.uvRect.height; gameObjects[i].outOfBoundsUVs = true; gameObjects[i].warning += " [WARNING: has uvs outside the range (0,1) tex is tiled " + w + "x" + h + " times]"; } if (mar.hasOverlappingSubmeshVerts) { gameObjects[i].submeshesOverlap = true; gameObjects[i].warning += " [WARNING: Submeshes share verts or triangles. 'Multiple Combined Materials' feature may not work.]"; } } totalVerts += nVerts; EditorUtility.DisplayProgressBar("Analysing Scene", rpt + " Validate OBuvs Multi Material", .6f); Renderer mr = gameObjects[i].go.GetComponent(); if (!MB_Utility.AreAllSharedMaterialsDistinct(mr.sharedMaterials)) { gameObjects[i].warning += " [WARNING: Object uses same material on multiple submeshes. This may produce poor results when used with multiple materials or fix out of bounds uvs.]"; } } List objsNotAddedToBaker = new List(); Dictionary>> gs2bakeGroupMap = sortIntoBakeGroups3(gameObjects, objsNotAddedToBaker, filters, splitAtlasesSoMeshesFit, atlasSize); sceneAnalysisResults = new List>(); foreach (GameObjectFilterInfo gow in gs2bakeGroupMap.Keys) { List> gows = gs2bakeGroupMap[gow]; for (int i = 0; i < gows.Count; i++) //if split atlases by what fits in atlas { sceneAnalysisResults.Add(gows[i]); } } sceneAnalysisResultsFoldouts = new bool[sceneAnalysisResults.Count]; for (int i = 0; i < sceneAnalysisResults.Count; i++) { sceneAnalysisResultsFoldouts[i] = true; } if (writeReportFile) { string fileName = Application.dataPath + "/MeshBakerSceneAnalysisReport.txt"; try { System.IO.File.WriteAllText(fileName, generateSceneAnalysisReport(gs2bakeGroupMap, objsNotAddedToBaker)); Debug.Log(String.Format("Wrote scene analysis file to '{0}'. This file contains a list of all renderers and the materials/shaders that they use. It is designed to be opened with a spreadsheet.", fileName)); } catch (Exception e) { e.GetHashCode(); //supress compiler warning Debug.Log("Failed to write file: " + fileName); } } } string generateSceneAnalysisReport(Dictionary>> gs2bakeGroupMap, List objsNotAddedToBaker) { string outStr = "(Click me, if I am too big copy and paste me into a spreadsheet or text editor)\n";// Materials in scene " + shader2GameObjects.Keys.Count + " and the objects that use them:\n"; outStr += "\t\tOBJECT NAME\tLIGHTMAP INDEX\tSTATIC\tOVERLAPPING SUBMESHES\tOUT-OF-BOUNDS UVs\tNUM MATS\tMATERIAL\tWARNINGS\n"; int totalVerts = 0; string outStr2 = ""; foreach (List> goss in gs2bakeGroupMap.Values) { for (int atlasIdx = 0; atlasIdx < goss.Count; atlasIdx++) { List gos = goss[atlasIdx]; outStr2 = ""; totalVerts = 0; gos.Sort(); for (int i = 0; i < gos.Count; i++) { totalVerts += gos[i].numVerts; string matStr = ""; Renderer mr = gos[i].go.GetComponent(); foreach (Material mmm in mr.sharedMaterials) { matStr += "[" + mmm + "] "; } outStr2 += "\t\t" + gos[i].go.name + " (" + gos[i].numVerts + " verts)\t" + gos[i].lightmapIndex + "\t" + gos[i].isStatic + "\t" + gos[i].submeshesOverlap + "\t" + gos[i].outOfBoundsUVs + "\t" + gos[i].numMaterials + "\t" + matStr + "\t" + gos[i].warning + "\n"; } outStr2 = "\t" + gos[0].shaderName + " (" + totalVerts + " verts): \n" + outStr2; outStr += outStr2; } } if (objsNotAddedToBaker.Count > 0) { outStr += "Other objects\n"; string shaderName = ""; totalVerts = 0; List gos1 = objsNotAddedToBaker; gos1.Sort(); outStr2 = ""; for (int i = 0; i < gos1.Count; i++) { if (!shaderName.Equals(objsNotAddedToBaker[i].shaderName)) { outStr2 += "\t" + gos1[0].shaderName + "\n"; shaderName = objsNotAddedToBaker[i].shaderName; } totalVerts += gos1[i].numVerts; string matStr = ""; Renderer mr = gos1[i].go.GetComponent(); foreach (Material mmm in mr.sharedMaterials) { matStr += "[" + mmm + "] "; } outStr2 += "\t\t" + gos1[i].go.name + " (" + gos1[i].numVerts + " verts)\t" + gos1[i].lightmapIndex + "\t" + gos1[i].isStatic + "\t" + gos1[i].submeshesOverlap + "\t" + gos1[i].outOfBoundsUVs + "\t" + gos1[i].numMaterials + "\t" + matStr + "\t" + gos1[i].warning + "\n"; } outStr += outStr2; } return outStr; } bool MaterialsAreTheSame(GameObjectFilterInfo a, GameObjectFilterInfo b) { HashSet aMats = new HashSet(); for (int i = 0; i < a.materials.Length; i++) aMats.Add(a.materials[i]); HashSet bMats = new HashSet(); for (int i = 0; i < b.materials.Length; i++) bMats.Add(b.materials[i]); return aMats.SetEquals(bMats); } bool ShadersAreTheSame(GameObjectFilterInfo a, GameObjectFilterInfo b) { HashSet aMats = new HashSet(); for (int i = 0; i < a.shaders.Length; i++) aMats.Add(a.shaders[i]); HashSet bMats = new HashSet(); for (int i = 0; i < b.shaders.Length; i++) bMats.Add(b.shaders[i]); return aMats.SetEquals(bMats); } public static Dictionary>> sortIntoBakeGroups3(List gameObjects, List objsNotAddedToBaker, IGroupByFilter[] filters, bool splitAtlasesSoMeshesFit, int atlasSize) { Dictionary>> gs2bakeGroupMap = new Dictionary>>(); List gos = gameObjects; if (gos.Count < 1) return gs2bakeGroupMap; gos.Sort(); List> l = null; GameObjectFilterInfo key = gos[0]; for (int i = 0; i < gos.Count; i++) { GameObjectFilterInfo goaw = gos[i]; //compare with key and decide if we need a new list for (int j = 0; j < filters.Length; j++) { if (filters[j] != null && filters[j].Compare(key, goaw) != 0) l = null; } if (l == null) { l = new List>(); l.Add(new List()); gs2bakeGroupMap.Add(gos[i], l); key = gos[i]; } l[0].Add(gos[i]); } //now that objects have been grouped by the sort criteria we can see how many atlases are needed Dictionary>> gs2bakeGroupMap2 = new Dictionary>>(); if (splitAtlasesSoMeshesFit) { foreach (GameObjectFilterInfo k in gs2bakeGroupMap.Keys) { List vs = gs2bakeGroupMap[k][0]; List objsInGroup = new List(); for (int i = 0; i < vs.Count; i++) { objsInGroup.Add(vs[i].go); } MB3_TextureCombiner tc = new MB3_TextureCombiner(); tc.maxAtlasSize = atlasSize; tc.packingAlgorithm = MB2_PackingAlgorithmEnum.MeshBakerTexturePacker; tc.LOG_LEVEL = MB2_LogLevel.warn; List packingResults = new List(); Material tempResMat = k.materials[0]; //we don't write to the materials so can use this as the result material if (tc.CombineTexturesIntoAtlases(null, null, tempResMat, objsInGroup, null, null, packingResults, onlyPackRects:true, splitAtlasWhenPackingIfTooBig:false)) { List> atlasGroups = new List>(); for (int i = 0; i < packingResults.Count; i++) { List ngos = new List(); List matsData = (List)packingResults[i].data; for (int j = 0; j < matsData.Count; j++) { for (int kk = 0; kk < matsData[j].objectsThatUse.Count; kk++) { GameObjectFilterInfo gofi = vs.Find(x => x.go == matsData[j].objectsThatUse[kk]); //Debug.Assert(gofi != null); ngos.Add(gofi); } } ngos[0].atlasIndex = (short)i; atlasGroups.Add(ngos); } gs2bakeGroupMap2.Add(k, atlasGroups); } else { gs2bakeGroupMap2.Add(k, gs2bakeGroupMap[k]); } } } else { gs2bakeGroupMap2 = gs2bakeGroupMap; } return gs2bakeGroupMap2; } void createBakers(Dictionary> gs2bakeGroupMap, List objsNotAddedToBaker) { string s = ""; int numBakers = 0; int numObjsAdded = 0; if (generate_AssetsFolder == null || generate_AssetsFolder == "") { Debug.LogError("Need to choose a folder for saving the combined material assets."); return; } List singletonObjsNotAddedToBaker = new List(); foreach (List gaw in gs2bakeGroupMap.Values) { if (gaw.Count > 1) { numBakers++; numObjsAdded += gaw.Count; createAndSetupBaker(gaw, generate_AssetsFolder); s += " Created meshbaker for shader=" + gaw[0].shaderName + " lightmap=" + gaw[0].lightmapIndex + " OBuvs=" + gaw[0].outOfBoundsUVs + "\n"; } else { singletonObjsNotAddedToBaker.Add(gaw[0]); } } s = "Created " + numBakers + " bakers. Added " + numObjsAdded + " objects\n" + s; Debug.Log(s); s = "Objects not added=" + objsNotAddedToBaker.Count + " objects that have unique material=" + singletonObjsNotAddedToBaker.Count + "\n"; for (int i = 0; i < objsNotAddedToBaker.Count; i++) { s += " " + objsNotAddedToBaker[i].go.name + " isStatic=" + objsNotAddedToBaker[i].isStatic + " submeshesOverlap" + objsNotAddedToBaker[i].submeshesOverlap + " numMats=" + objsNotAddedToBaker[i].numMaterials + "\n"; } for (int i = 0; i < singletonObjsNotAddedToBaker.Count; i++) { s += " " + singletonObjsNotAddedToBaker[i].go.name + " single\n"; } Debug.Log(s); } void createAndSetupBaker(List gaws, string pthRoot) { for (int i = gaws.Count - 1; i >= 0; i--) { if (gaws[i].go == null) gaws.RemoveAt(i); } if (gaws.Count < 1) { Debug.LogError("No game objects."); return; } if (pthRoot == null || pthRoot == "") { Debug.LogError("Folder for saving created assets was not set."); return; } int numVerts = 0; for (int i = 0; i < gaws.Count; i++) { if (gaws[i].go != null) { numVerts = gaws[i].numVerts; } } GameObject newMeshBaker = null; if (numVerts >= 65535) { newMeshBaker = MB3_MultiMeshBakerEditor.CreateNewMeshBaker(); } else { newMeshBaker = MB3_MeshBakerEditor.CreateNewMeshBaker(); } newMeshBaker.name = ("MeshBaker-" + gaws[0].shaderName + "-LM" + gaws[0].lightmapIndex).ToString().Replace("/", "-"); MB3_TextureBaker tb = newMeshBaker.GetComponent(); MB3_MeshBakerCommon mb = tb.GetComponentInChildren(); tb.GetObjectsToCombine().Clear(); for (int i = 0; i < gaws.Count; i++) { if (gaws[i].go != null && !tb.GetObjectsToCombine().Contains(gaws[i].go)) { tb.GetObjectsToCombine().Add(gaws[i].go); } } if (splitAtlasesSoMeshesFit) { tb.maxAtlasSize = atlasSize; } if (gaws[0].numMaterials > 1) { string pthMat = AssetDatabase.GenerateUniqueAssetPath(pthRoot + newMeshBaker.name + ".asset"); MB3_TextureBakerEditorInternal.CreateCombinedMaterialAssets(tb, pthMat); tb.doMultiMaterial = true; SerializedObject tbr = new SerializedObject(tb); SerializedProperty resultMaterials = tbr.FindProperty("resultMaterials"); MB_TextureBakerEditorConfigureMultiMaterials.ConfigureMutiMaterialsFromObjsToCombine2(tb, resultMaterials, tbr); } else { string pthMat = AssetDatabase.GenerateUniqueAssetPath(pthRoot + newMeshBaker.name + ".asset"); MB3_TextureBakerEditorInternal.CreateCombinedMaterialAssets(tb, pthMat); } if (gaws[0].isMeshRenderer) { mb.meshCombiner.settings.renderType = MB_RenderType.meshRenderer; } else { mb.meshCombiner.settings.renderType = MB_RenderType.skinnedMeshRenderer; } } void bakeAllBakersInScene() { MB3_MeshBakerRoot[] bakers = (MB3_MeshBakerRoot[]) GameObject.FindObjectsOfType(typeof(MB3_MeshBakerRoot)); for (int i = 0; i < bakers.Length; i++) { if (bakers[i] is MB3_TextureBaker) { MB3_TextureBaker tb = (MB3_TextureBaker)bakers[i]; tb.CreateAtlases(updateProgressBar, true, new MB3_EditorMethods()); } } EditorUtility.ClearProgressBar(); } public void updateProgressBar(string msg, float progress) { EditorUtility.DisplayProgressBar("Combining Meshes", msg, progress); } bool ValidateGroupByFields() { bool foundNone = false; for (int i = 0; i < groupByFilterIdxs.Length; i++) { if (groupByFilterIdxs[i] == 0) foundNone = true; //zero is the none selection if (foundNone && groupByFilterIdxs[i] != 0) { Debug.LogError("All non-none values must be at the top of the group by list"); return false; } } for (int i = 0; i < groupByFilterIdxs.Length; i++) { for (int j = i + 1; j < groupByFilterIdxs.Length; j++) { if (groupByFilterIdxs[i] == groupByFilterIdxs[j] && groupByFilterIdxs[i] != 0) { Debug.LogError("Two of the group by options are the same."); return false; } } } return true; } } }