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- using UnityEngine;
- using System.Collections;
- public class MB_ExampleSkinnedMeshDescription : MonoBehaviour {
-
- void OnGUI(){
- GUILayout.Label ("Mesh Renderer objects have been baked into a skinned mesh. Each source object\n" +
- " is still in the scene (with renderer disabled) and becomes a bone. Any scripts, animations,\n" +
- " or physics that affect the invisible source objects will be visible in the\n" +
- "Skinned Mesh." +
- " This approach is more efficient than either dynamic batching or updating every frame \n" +
- " for many small objects that constantly and independently move. \n" +
- " With this approach pay attention to the SkinnedMeshRenderer Bounds and Animation Culling\n" +
- "settings. You may need to write your own script to manage/update these or your object may vanish or stop animating.\n" +
- " You can update the combined mesh at runtime as objects are added and deleted from the scene.");
- }
- }
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