From eb84bb298d2b95aec7b2ae12cbf25ac64f25379a Mon Sep 17 00:00:00 2001 From: tylermurphy534 Date: Sun, 6 Nov 2022 15:12:42 -0500 Subject: move to self host --- .../MB_ExampleSkinnedMeshDescription.cs | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) create mode 100644 VRCSDK3Worlds/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleSkinnedMeshDescription.cs (limited to 'VRCSDK3Worlds/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleSkinnedMeshDescription.cs') diff --git a/VRCSDK3Worlds/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleSkinnedMeshDescription.cs b/VRCSDK3Worlds/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleSkinnedMeshDescription.cs new file mode 100644 index 00000000..65ac92a9 --- /dev/null +++ b/VRCSDK3Worlds/Assets/MeshBaker/Examples/SceneRuntimeExample/MB_ExampleSkinnedMeshDescription.cs @@ -0,0 +1,17 @@ +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."); + } +} -- cgit v1.2.3-freya