staticBatchRoot | 应该成为组合批处理根节点的 GameObject。 |
将 staticBatchRoot
的所有子 GameObject 组合以进行静态批处理。
静态批处理是一种绘制调用批处理方法,它将不移动的网格组合在一起以减少绘制调用。有关静态批处理的更多信息,请参阅静态批处理。
此方法将 GameObject 的网格数据复制到单个内部网格中。每个原始 GameObject 仍然存在于场景中,这意味着 Unity 仍然可以单独剔除它们。staticBatchRoot
下的所有子 GameObject 必须符合静态批处理的条件。有关静态批处理资格要求的信息,请参阅运行时的静态批处理。
组合 GameObject 后,您无法更改子对象的Transform属性。但是,您可以更改 staticBatchRoot
的 Transform 属性。这样做会转换整个组合批处理。
注意:对于在编辑器中标记为“静态批处理”的 GameObject,您不需要使用此方法。Unity 在构建 Player 时会为这些 GameObject 准备静态批处理。
另请参阅:Mesh.CombineMeshes、Mesh.isReadable。
gos | 要准备进行静态批处理的 GameObject。 |
staticBatchRoot | 应该成为组合批处理根节点的 GameObject。 |
将 gos
中的所有 GameObject 组合以进行静态批处理,并将 staticBatchRoot
视为根节点。
静态批处理是一种绘制调用批处理方法,它将不移动的网格组合在一起以减少绘制调用。有关静态批处理的更多信息,请参阅静态批处理。
此方法将 GameObject 的网格数据复制到单个内部网格中。每个原始 GameObject 仍然存在于场景中,这意味着 Unity 仍然可以单独剔除它们。gos
中的所有 GameObject 必须符合静态批处理的条件。有关 GameObject 需要满足哪些条件才能进行静态批处理的信息,请参阅运行时的静态批处理。
组合 GameObject 后,您无法更改子对象的Transform属性。但是,您可以更改 staticBatchRoot
的 Transform 属性。这样做会转换整个组合批处理。
注意:对于在编辑器中标记为“静态批处理”的 GameObject,您不需要使用此 API。Unity 在构建 Player 时会为这些 GameObject 准备静态批处理。
另请参阅:Mesh.CombineMeshes、Mesh.isReadable。
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