The performance optimizer combines meshes into one mesh per kinematic group. This will improve performance of the simulation.
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void | StartCombine () |
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void | StartUndoCmobine () |
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void | Optimize () |
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bool | IsOptimized = false |
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int | NumUnoptimizedMeshes |
| Is the gameobject already optimized.
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int | NumOptimizedMeshes |
| Number of unoptimized meshes
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List< GameObject > | OptimizedMeshes = new List<GameObject>() |
| Number of optimized meshes.
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bool | IgnoreGroups = false |
| List of all optimized meshes.
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bool | IgnoreHiddenObjects = false |
| Ignore groups and combine everything into the combined mesh.
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bool | CombineNonKinematicGroups = false |
| Ignore hidden objects and don't include them into the combined mesh.
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List< string > | IgnoredGroups = new List<string>() |
| Combine non kinematic groups into a separate mesh if true, if not they are part of the overall static mesh.
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List< MeshRenderer > | DeactivatedRenderers = new List<MeshRenderer>() |
| List of groups which are not combined into the mesh and not considered - they remain active.
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List< string > | DeactivatedOriginGroups = new List<string>() |
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