using System.Collections.Generic; using System.Linq; using UnityEngine; [RequireComponent(typeof(MeshFilter))] [RequireComponent(typeof(MeshRenderer))] public class MeshCombiner : MonoBehaviour { private const int Mesh16BitBufferVertexLimit = 65535; [SerializeField] private bool createMultiMaterialMesh = false, combineInactiveChildren = false, deactivateCombinedChildren = true, deactivateCombinedChildrenMeshRenderers = false, destroyCombinedChildren = false; [SerializeField] private string folderPath = "Prefabs/CombinedMeshes"; [SerializeField] [Tooltip("MeshFilters with Meshes which we don't want to combine into one Mesh.")] private MeshFilter[] meshFiltersToSkip = new MeshFilter[0]; public bool CreateMultiMaterialMesh { get { return createMultiMaterialMesh; } set { createMultiMaterialMesh = value; } } public bool CombineInactiveChildren { get { return combineInactiveChildren; } set { combineInactiveChildren = value; } } public bool DeactivateCombinedChildren { get { return deactivateCombinedChildren; } set { deactivateCombinedChildren = value; CheckDeactivateCombinedChildren(); } } public bool DeactivateCombinedChildrenMeshRenderers { get { return deactivateCombinedChildrenMeshRenderers; } set { deactivateCombinedChildrenMeshRenderers = value; CheckDeactivateCombinedChildren(); } } public bool DestroyCombinedChildren { get { return destroyCombinedChildren; } set { destroyCombinedChildren = value; CheckDestroyCombinedChildren(); } } public string FolderPath { get { return folderPath; } set { folderPath = value; } } private void CheckDeactivateCombinedChildren() { if(deactivateCombinedChildren || deactivateCombinedChildrenMeshRenderers) { destroyCombinedChildren = false; } } private void CheckDestroyCombinedChildren() { if(destroyCombinedChildren) { deactivateCombinedChildren = false; deactivateCombinedChildrenMeshRenderers = false; } } /// /// Combine children's Meshes into one Mesh. Set 'showCreatedMeshInfo' to true if want to show info about created Mesh in the console. /// public void CombineMeshes(bool showCreatedMeshInfo) { #region Save our parent scale and our Transform and reset it temporarily: // When we are unparenting and get parent again then sometimes scale is a little bit different so save scale before unparenting: Vector3 oldScaleAsChild = transform.localScale; // If we have parent then his scale will affect to our new combined Mesh scale so unparent us: int positionInParentHierarchy = transform.GetSiblingIndex(); Transform parent = transform.parent; transform.parent = null; // Thanks to this the new combined Mesh will have same position and scale in the world space like its children: Quaternion oldRotation = transform.rotation; Vector3 oldPosition = transform.position; Vector3 oldScale = transform.localScale; transform.rotation = Quaternion.identity; transform.position = Vector3.zero; transform.localScale = Vector3.one; #endregion Save Transform and reset it temporarily. #region Combine Meshes into one Mesh: if(!createMultiMaterialMesh) { CombineMeshesWithSingleMaterial(showCreatedMeshInfo); } else { CombineMeshesWithMutliMaterial(showCreatedMeshInfo); } #endregion Combine Meshes into one Mesh. #region Set old Transform values: // Bring back the Transform values: transform.rotation = oldRotation; transform.position = oldPosition; transform.localScale = oldScale; // Get back parent and same hierarchy position: transform.parent = parent; transform.SetSiblingIndex(positionInParentHierarchy); // Set back the scale value as child: transform.localScale = oldScaleAsChild; #endregion Set old Transform values. } private MeshFilter[] GetMeshFiltersToCombine() { // Get all MeshFilters belongs to this GameObject and its children: MeshFilter[] meshFilters = GetComponentsInChildren(combineInactiveChildren); // Delete first MeshFilter belongs to this GameObject in meshFiltersToSkip array: meshFiltersToSkip = meshFiltersToSkip.Where((meshFilter) => meshFilter != meshFilters[0]).ToArray(); // Delete null values in meshFiltersToSkip array: meshFiltersToSkip = meshFiltersToSkip.Where((meshFilter) => meshFilter != null).ToArray(); for(int i = 0; i < meshFiltersToSkip.Length; i++) { meshFilters = meshFilters.Where((meshFilter) => meshFilter != meshFiltersToSkip[i]).ToArray(); } return meshFilters; } private void CombineMeshesWithSingleMaterial(bool showCreatedMeshInfo) { // Get all MeshFilters belongs to this GameObject and its children: MeshFilter[] meshFilters = GetMeshFiltersToCombine(); // First MeshFilter belongs to this GameObject so we don't need it: CombineInstance[] combineInstances = new CombineInstance[meshFilters.Length-1]; // If it will be over 65535 then use the 32 bit index buffer: long verticesLength = 0; for(int i = 0; i < meshFilters.Length-1; i++) // Skip first MeshFilter belongs to this GameObject in this loop. { combineInstances[i].subMeshIndex = 0; combineInstances[i].mesh = meshFilters[i+1].sharedMesh; combineInstances[i].transform = meshFilters[i+1].transform.localToWorldMatrix; verticesLength += combineInstances[i].mesh.vertices.Length; } // Set Material from child: MeshRenderer[] meshRenderers = GetComponentsInChildren(combineInactiveChildren); if(meshRenderers.Length >= 2) { meshRenderers[0].sharedMaterials = new Material[1]; meshRenderers[0].sharedMaterial = meshRenderers[1].sharedMaterial; } else { meshRenderers[0].sharedMaterials = new Material[0]; // Reset the MeshRenderer's Materials array. } // Create Mesh from combineInstances: Mesh combinedMesh = new Mesh(); combinedMesh.name = name; #if UNITY_2017_3_OR_NEWER if(verticesLength > Mesh16BitBufferVertexLimit) { combinedMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; // Only works on Unity 2017.3 or higher. } combinedMesh.CombineMeshes(combineInstances); meshFilters[0].sharedMesh = combinedMesh; DeactivateCombinedGameObjects(meshFilters); if(showCreatedMeshInfo) { if(verticesLength <= Mesh16BitBufferVertexLimit) { Debug.Log("Mesh \""+name+"\" was created from "+combineInstances.Length+" children meshes and has "+verticesLength +" vertices."); } else { Debug.Log("Mesh \""+name+"\" was created from "+combineInstances.Length+" children meshes and has "+verticesLength +" vertices. Some old devices, like Android with Mali-400 GPU, do not support over 65535 vertices."); } } #else if(verticesLength <= Mesh16BitBufferVertexLimit) { combinedMesh.CombineMeshes(combineInstances); meshFilters[0].sharedMesh = combinedMesh; DeactivateCombinedGameObjects(meshFilters); if(showCreatedMeshInfo) { Debug.Log("Mesh \""+name+"\" was created from "+combineInstances.Length+" children meshes and has "+verticesLength +" vertices."); } } else if(showCreatedMeshInfo) { Debug.Log("The mesh vertex limit is 65535! The created mesh had "+verticesLength+" vertices. Upgrade Unity version to" +" 2017.3 or higher to avoid this limit (some old devices, like Android with Mali-400 GPU, do not support over 65535 vertices)."); } #endif } private void CombineMeshesWithMutliMaterial(bool showCreatedMeshInfo) { #region Get MeshFilters, MeshRenderers and unique Materials from all children: MeshFilter[] meshFilters = GetMeshFiltersToCombine(); MeshRenderer[] meshRenderers = new MeshRenderer[meshFilters.Length]; meshRenderers[0] = GetComponent(); // Our (parent) MeshRenderer. List uniqueMaterialsList = new List(); for(int i = 0; i < meshFilters.Length-1; i++) { meshRenderers[i+1] = meshFilters[i+1].GetComponent(); if(meshRenderers[i+1] != null) { Material[] materials = meshRenderers[i+1].sharedMaterials; // Get all Materials from child Mesh. for(int j = 0; j < materials.Length; j++) { if(!uniqueMaterialsList.Contains(materials[j])) // If Material doesn't exists in the list then add it. { uniqueMaterialsList.Add(materials[j]); } } } } #endregion Get MeshFilters, MeshRenderers and unique Materials from all children. #region Combine children Meshes with the same Material to create submeshes for final Mesh: List finalMeshCombineInstancesList = new List(); // If it will be over 65535 then use the 32 bit index buffer: long verticesLength = 0; for(int i = 0; i < uniqueMaterialsList.Count; i++) // Create each Mesh (submesh) from Meshes with the same Material. { List submeshCombineInstancesList = new List(); for(int j = 0; j < meshFilters.Length-1; j++) // Get only childeren Meshes (skip our Mesh). { if(meshRenderers[j+1] != null) { Material[] submeshMaterials = meshRenderers[j+1].sharedMaterials; // Get all Materials from child Mesh. for(int k = 0; k < submeshMaterials.Length; k++) { // If Materials are equal, combine Mesh from this child: if(uniqueMaterialsList[i] == submeshMaterials[k]) { CombineInstance combineInstance = new CombineInstance(); combineInstance.subMeshIndex = k; // Mesh may consist of smaller parts - submeshes. // Every part have different index. If there are 3 submeshes // in Mesh then MeshRender needs 3 Materials to render them. combineInstance.mesh = meshFilters[j+1].sharedMesh; combineInstance.transform = meshFilters[j+1].transform.localToWorldMatrix; submeshCombineInstancesList.Add(combineInstance); verticesLength += combineInstance.mesh.vertices.Length; } } } } // Create new Mesh (submesh) from Meshes with the same Material: Mesh submesh = new Mesh(); #if UNITY_2017_3_OR_NEWER if(verticesLength > Mesh16BitBufferVertexLimit) { submesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; // Only works on Unity 2017.3 or higher. } submesh.CombineMeshes(submeshCombineInstancesList.ToArray(), true); #else // Below Unity 2017.3 if vertices count is above the limit then an error appears in the console when we use the below method. // Anyway we don't stop the algorithm here beacuse we want to count the entire number of vertices in the children meshes: if(verticesLength <= Mesh16BitBufferVertexLimit) { submesh.CombineMeshes(submeshCombineInstancesList.ToArray(), true); } #endif CombineInstance finalCombineInstance = new CombineInstance(); finalCombineInstance.subMeshIndex = 0; finalCombineInstance.mesh = submesh; finalCombineInstance.transform = Matrix4x4.identity; finalMeshCombineInstancesList.Add(finalCombineInstance); } #endregion Combine submeshes (children Meshes) with the same Material. #region Set Materials array & combine submeshes into one multimaterial Mesh: meshRenderers[0].sharedMaterials = uniqueMaterialsList.ToArray(); Mesh combinedMesh = new Mesh(); combinedMesh.name = name; #if UNITY_2017_3_OR_NEWER if(verticesLength > Mesh16BitBufferVertexLimit) { combinedMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; // Only works on Unity 2017.3 or higher. } combinedMesh.CombineMeshes(finalMeshCombineInstancesList.ToArray(), false); meshFilters[0].sharedMesh = combinedMesh; DeactivateCombinedGameObjects(meshFilters); if(showCreatedMeshInfo) { if(verticesLength <= Mesh16BitBufferVertexLimit) { Debug.Log("Mesh \""+name+"\" was created from "+(meshFilters.Length-1)+" children meshes and has " +finalMeshCombineInstancesList.Count+" submeshes, and "+verticesLength+" vertices."); } else { Debug.Log("Mesh \""+name+"\" was created from "+(meshFilters.Length-1)+" children meshes and has " +finalMeshCombineInstancesList.Count+" submeshes, and "+verticesLength +" vertices. Some old devices, like Android with Mali-400 GPU, do not support over 65535 vertices."); } } #else if(verticesLength <= Mesh16BitBufferVertexLimit) { combinedMesh.CombineMeshes(finalMeshCombineInstancesList.ToArray(), false); meshFilters[0].sharedMesh = combinedMesh; DeactivateCombinedGameObjects(meshFilters); if(showCreatedMeshInfo) { Debug.Log("Mesh \""+name+"\" was created from "+(meshFilters.Length-1)+" children meshes and has " +finalMeshCombineInstancesList.Count+" submeshes, and "+verticesLength+" vertices."); } } else if(showCreatedMeshInfo) { Debug.Log("The mesh vertex limit is 65535! The created mesh had "+verticesLength+" vertices. Upgrade Unity version to" +" 2017.3 or higher to avoid this limit (some old devices, like Android with Mali-400 GPU, do not support over 65535 vertices)."); } #endif #endregion Set Materials array & combine submeshes into one multimaterial Mesh. } private void DeactivateCombinedGameObjects(MeshFilter[] meshFilters) { for(int i = 0; i < meshFilters.Length-1; i++) // Skip first MeshFilter belongs to this GameObject in this loop. { if(!destroyCombinedChildren) { if(deactivateCombinedChildren) { meshFilters[i+1].gameObject.SetActive(false); } if(deactivateCombinedChildrenMeshRenderers) { MeshRenderer meshRenderer = meshFilters[i+1].gameObject.GetComponent(); if(meshRenderer != null) { meshRenderer.enabled = false; } } } else { DestroyImmediate(meshFilters[i+1].gameObject); } } } }