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authortylermurphy534 <tylermurphy534@gmail.com>2022-11-06 15:12:42 -0500
committertylermurphy534 <tylermurphy534@gmail.com>2022-11-06 15:12:42 -0500
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diff --git a/VRCSDK3Worlds/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_Example.cs b/VRCSDK3Worlds/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_Example.cs
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+using UnityEngine;
+using System.Collections;
+
+public class MB_Example : MonoBehaviour {
+
+ public MB3_MeshBaker meshbaker;
+ public GameObject[] objsToCombine;
+
+ void Start(){
+ //Add the objects to the combined mesh
+ //Must have previously baked textures for these in the editor
+ meshbaker.AddDeleteGameObjects(objsToCombine, null, true);
+ //apply the changes we made this can be slow. See documentation
+ meshbaker.Apply();
+ }
+
+ void LateUpdate(){
+ //Apply changes after this and other scripts have made changes
+ //Only to vertecies, tangents and normals
+ //Only want to call this once per frame since it is slow
+ meshbaker.UpdateGameObjects(objsToCombine);
+ meshbaker.Apply(false,true,true,true,false,false,false,false,false);
+ }
+
+ void OnGUI(){
+ GUILayout.Label ("Dynamically updates the vertices, normals and tangents in combined mesh every frame.\n" +
+ "This is similar to dynamic batching. It is not recommended to do this every frame.\n" +
+ "Also consider baking the mesh renderer objects into a skinned mesh renderer\n" +
+ "The skinned mesh approach is faster for objects that need to move independently of each other every frame.");
+ }
+}