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- using UnityEngine;
- public class MeshCombine : MonoBehaviour
- {
- public void CombineMeshes(MeshFilter[] meshFilters)
- {
- CombineInstance[] combine = new CombineInstance[meshFilters.Length];
- int i = 0;
- while (i < meshFilters.Length)
- {
- combine[i].mesh = meshFilters[i].sharedMesh;
- combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
- Destroy(meshFilters[i].GetComponent<MeshRenderer>());
- Destroy(meshFilters[i]);
- i++;
- }
- transform.GetComponent<MeshFilter>().mesh = new Mesh();
- transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine, true, true);
- transform.GetComponent<MeshFilter>().mesh.Optimize();
- }
- }
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