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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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+using UnityEngine;
+using System.Collections;
+
+public class MB_ExampleSkinnedMeshDescription : MonoBehaviour {
+
+ void OnGUI(){
+ GUILayout.Label ("Mesh Renderer objects have been baked into a skinned mesh. Each source object\n" +
+ " is still in the scene (with renderer disabled) and becomes a bone. Any scripts, animations,\n" +
+ " or physics that affect the invisible source objects will be visible in the\n" +
+ "Skinned Mesh." +
+ " This approach is more efficient than either dynamic batching or updating every frame \n" +
+ " for many small objects that constantly and independently move. \n" +
+ " With this approach pay attention to the SkinnedMeshRenderer Bounds and Animation Culling\n" +
+ "settings. You may need to write your own script to manage/update these or your object may vanish or stop animating.\n" +
+ " You can update the combined mesh at runtime as objects are added and deleted from the scene.");
+ }
+}