- Added trees outside the stable.

- Added a video player with horse songs preloaded.
- Adjusted post-processing to be less harsh outdoors, and more visible indoors.
This commit is contained in:
Jamie Greunbaum
2025-05-03 01:57:06 -04:00
parent dff0b4003c
commit ef9ccfef19
1183 changed files with 189695 additions and 2153 deletions
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using System.Linq;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(MeshCombiner))]
public class MeshCombinerEditor : Editor
{
public override void OnInspectorGUI()
{
MeshCombiner meshCombiner = (MeshCombiner)target;
Mesh mesh = meshCombiner.GetComponent<MeshFilter>().sharedMesh;
#region Script:
GUI.enabled = false;
EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((MeshCombiner)target), typeof(MeshCombiner), false);
GUI.enabled = true;
#endregion Script.
#region MeshFiltersToSkip array:
SerializedProperty meshFiltersToSkip = serializedObject.FindProperty("meshFiltersToSkip");
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(meshFiltersToSkip, true);
if(EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
}
#endregion MeshFiltersToSkip array.
#region Button which combine Meshes into one Mesh & Toggles with combine options:
// Button:
if(GUILayout.Button("Combine Meshes"))
{
meshCombiner.CombineMeshes(true);
}
// Toggles:
meshCombiner.CreateMultiMaterialMesh = GUILayout.Toggle(meshCombiner.CreateMultiMaterialMesh, "Create Multi-Material Mesh");
meshCombiner.CombineInactiveChildren = GUILayout.Toggle(meshCombiner.CombineInactiveChildren, "Combine Inactive Children");
meshCombiner.DeactivateCombinedChildren = GUILayout.Toggle(meshCombiner.DeactivateCombinedChildren, "Deactivate Combined Children");
meshCombiner.DeactivateCombinedChildrenMeshRenderers = GUILayout.Toggle(meshCombiner.DeactivateCombinedChildrenMeshRenderers,
"Deactivate Combined Children's MeshRenderers");
meshCombiner.GenerateUVMap = GUILayout.Toggle(meshCombiner.GenerateUVMap, new GUIContent("Generate UV Map", "It is a slow operation that "+
"generates a UV map (required for the lightmap).\n\nCan be used only in the Editor."));
// The last (6) "Destroy Combined Children" Toggle:
GUIStyle style = new GUIStyle(EditorStyles.toggle);
if(meshCombiner.DestroyCombinedChildren)
{
style.onNormal.textColor = new Color(1, 0.15f, 0);
}
meshCombiner.DestroyCombinedChildren = GUILayout.Toggle(meshCombiner.DestroyCombinedChildren,
new GUIContent("Destroy Combined Children", "In the editor this operation can NOT be undone!\n\n"+
"If you want to bring back destroyed GameObjects, you have to load again the scene without saving."), style);
#endregion Button which combine Meshes into one Mesh & Toggles with combine options.
#region Path to the folder where combined Meshes will be saved:
// Create Labels:
GUILayout.Label("");
GUILayout.Label(new GUIContent("Folder path:", "Folder path to save combined Mesh."));
// Create style wherein text color will be red if folder path is not valid:
style = new GUIStyle(EditorStyles.textField);
bool isValidPath = IsValidPath(meshCombiner.FolderPath);
if(!isValidPath)
{
style.normal.textColor = Color.red;
style.focused.textColor = Color.red;
}
// Create TextField with custom style:
meshCombiner.FolderPath = EditorGUILayout.TextField(meshCombiner.FolderPath, style);
#endregion Path to the folder where combined Meshes will be saved.
#region Button which save/show combined Mesh:
bool meshIsSaved = (mesh != null && AssetDatabase.Contains(mesh));
GUI.enabled = (mesh != null && (isValidPath || meshIsSaved)); // Valid path is required for not saved Mesh.
string saveMeshButtonText = (meshIsSaved) ? "Show Saved Combined Mesh" : "Save Combined Mesh";
if(GUILayout.Button(saveMeshButtonText))
{
meshCombiner.FolderPath = SaveCombinedMesh(mesh, meshCombiner.FolderPath);
}
GUI.enabled = true;
#endregion Button which save/show combined Mesh.
}
private bool IsValidPath(string folderPath)
{
string pattern = "[:*?\"<>|]"; // Prohibited characters.
Regex regex = new Regex(pattern);
return (!regex.IsMatch(folderPath));
}
private string SaveCombinedMesh(Mesh mesh, string folderPath)
{
bool meshIsSaved = AssetDatabase.Contains(mesh); // If is saved then only show it in the project view.
#region Create directories if Mesh and path doesn't exists:
folderPath = folderPath.Replace('\\', '/');
if(!meshIsSaved && !AssetDatabase.IsValidFolder("Assets/"+folderPath))
{
string[] folderNames = folderPath.Split('/');
folderNames = folderNames.Where((folderName) => !folderName.Equals("")).ToArray();
folderNames = folderNames.Where((folderName) => !folderName.Equals(" ")).ToArray();
folderPath = "/"; // Reset folder path.
for(int i = 0; i < folderNames.Length; i++)
{
folderNames[i] = folderNames[i].Trim();
if(!AssetDatabase.IsValidFolder("Assets"+folderPath+folderNames[i]))
{
string folderPathWithoutSlash = folderPath.Substring(0, folderPath.Length-1); // Delete last "/" character.
AssetDatabase.CreateFolder("Assets"+folderPathWithoutSlash, folderNames[i]);
}
folderPath += folderNames[i]+"/";
}
folderPath = folderPath.Substring(1, folderPath.Length-2); // Delete first and last "/" character.
}
#endregion Create directories if Mesh and path doesn't exists.
#region Save Mesh:
if(!meshIsSaved)
{
string meshPath = "Assets/"+folderPath+"/"+mesh.name+".asset";
int assetNumber = 1;
while(AssetDatabase.LoadAssetAtPath(meshPath, typeof(Mesh)) != null) // If Mesh with same name exists, change name.
{
meshPath = "Assets/"+folderPath+"/"+mesh.name+" ("+assetNumber+").asset";
assetNumber++;
}
AssetDatabase.CreateAsset(mesh, meshPath);
AssetDatabase.SaveAssets();
Debug.Log("<color=#ff9900><b>Mesh \""+mesh.name+"\" was saved in the \""+folderPath+"\" folder.</b></color>"); // Show info about saved mesh.
}
#endregion Save Mesh.
EditorGUIUtility.PingObject(mesh); // Show Mesh in the project view.
return folderPath;
}
}
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MIT License
Copyright (c) 2019 Dawid T
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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# Mesh Combiner for Unity
**Mesh Combiner** is a little tool which can **combine different meshes into one mesh** for reduce the amount of batches / draw calls, making your game more optimized.
<a href="https://assetstore.unity.com/packages/tools/modeling/mesh-combiner-157192"><b>Download on Asset Store</b></a>
![Mesh Combiner](https://i.imgur.com/tpaPW6T.png)
## Tutorial video:
https://youtu.be/PxkthEMiEQI
### The video content:
![Video content](https://i.imgur.com/1Qe6RYK.png)
### Mesh combining via code example from the video:
![Code example](https://i.imgur.com/OR2v1zY.png)
### Optimization example from the video:
![Optimisation example](https://i.imgur.com/KPSI1bE.png)
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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, generateUVMap = 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 GenerateUVMap { get { return generateUVMap; } set { generateUVMap = value; } }
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;
}
}
/// <summary>
/// Combine children's Meshes into one Mesh. Set 'showCreatedMeshInfo' to true if want to show info about created Mesh in the console.
/// </summary>
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<MeshFilter>(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<MeshRenderer>(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);
GenerateUV(combinedMesh);
meshFilters[0].sharedMesh = combinedMesh;
DeactivateCombinedGameObjects(meshFilters);
if(showCreatedMeshInfo)
{
if(verticesLength <= Mesh16BitBufferVertexLimit)
{
Debug.Log("<color=#00cc00><b>Mesh \""+name+"\" was created from "+combineInstances.Length+" children meshes and has "+verticesLength
+" vertices.</b></color>");
}
else
{
Debug.Log("<color=#ff3300><b>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.</b></color>");
}
}
#else
if(verticesLength <= Mesh16BitBufferVertexLimit)
{
combinedMesh.CombineMeshes(combineInstances);
GenerateUV(combinedMesh);
meshFilters[0].sharedMesh = combinedMesh;
DeactivateCombinedGameObjects(meshFilters);
if(showCreatedMeshInfo)
{
Debug.Log("<color=#00cc00><b>Mesh \""+name+"\" was created from "+combineInstances.Length+" children meshes and has "+verticesLength
+" vertices.</b></color>");
}
}
else if(showCreatedMeshInfo)
{
Debug.Log("<color=red><b>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).</b></color>");
}
#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<MeshRenderer>(); // Our (parent) MeshRenderer.
List<Material> uniqueMaterialsList = new List<Material>();
for(int i = 0; i < meshFilters.Length-1; i++)
{
meshRenderers[i+1] = meshFilters[i+1].GetComponent<MeshRenderer>();
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<CombineInstance> finalMeshCombineInstancesList = new List<CombineInstance>();
// 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<CombineInstance> submeshCombineInstancesList = new List<CombineInstance>();
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);
GenerateUV(combinedMesh);
meshFilters[0].sharedMesh = combinedMesh;
DeactivateCombinedGameObjects(meshFilters);
if(showCreatedMeshInfo)
{
if(verticesLength <= Mesh16BitBufferVertexLimit)
{
Debug.Log("<color=#00cc00><b>Mesh \""+name+"\" was created from "+(meshFilters.Length-1)+" children meshes and has "
+finalMeshCombineInstancesList.Count+" submeshes, and "+verticesLength+" vertices.</b></color>");
}
else
{
Debug.Log("<color=#ff3300><b>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.</b></color>");
}
}
#else
if(verticesLength <= Mesh16BitBufferVertexLimit)
{
combinedMesh.CombineMeshes(finalMeshCombineInstancesList.ToArray(), false);
GenerateUV(combinedMesh);
meshFilters[0].sharedMesh = combinedMesh;
DeactivateCombinedGameObjects(meshFilters);
if(showCreatedMeshInfo)
{
Debug.Log("<color=#00cc00><b>Mesh \""+name+"\" was created from "+(meshFilters.Length-1)+" children meshes and has "
+finalMeshCombineInstancesList.Count+" submeshes, and "+verticesLength+" vertices.</b></color>");
}
}
else if(showCreatedMeshInfo)
{
Debug.Log("<color=red><b>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).</b></color>");
}
#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<MeshRenderer>();
if(meshRenderer != null)
{
meshRenderer.enabled = false;
}
}
}
else
{
DestroyImmediate(meshFilters[i+1].gameObject);
}
}
}
private void GenerateUV(Mesh combinedMesh)
{
#if UNITY_EDITOR
if(generateUVMap)
{
UnityEditor.UnwrapParam unwrapParam = new UnityEditor.UnwrapParam();
UnityEditor.UnwrapParam.SetDefaults(out unwrapParam);
UnityEditor.Unwrapping.GenerateSecondaryUVSet(combinedMesh, unwrapParam);
}
#endif
}
}
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