Unity 3D 编辑器模式 一键处理Mesh的缩放归一

直接上代码

using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;

public class ResetModelMeshRenderScaleMyTools
{
    [MenuItem("My Tools/模型MeshRenderer的缩放归一化", false)]
    public static void ResetModelScale()
    {
        if (!Selection.activeTransform)
        {
            Debug.LogError("需要选中根节点!");
            return;
        }
        Transform root = Selection.activeTransform;
        for (int i = root.transform.childCount - 1; i >= 0; i--)
        {
            Transform childTrans = root.transform.GetChild(i);
            SetScale(childTrans, root);
        }
        EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
        EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
    }

    private static void SetScale(Transform tran, Transform root)
    {
        if (tran.childCount > 0)
        {
            for (int i = tran.childCount - 1; i >= 0; i--)
            {
                Transform childTrans = tran.GetChild(i);
                SetScale(childTrans, tran);
            }
        }
        if (tran.GetComponent() == null)
        {
            return;
        }
        if (tran.localScale == Vector3.one)
        {
            return;
        }
        GameObject tempRoot = new GameObject(tran.name);
        tempRoot.transform.SetParent(tran, false);

        tempRoot.transform.SetParent(root.transform, true);
        tran.SetParent(tempRoot.transform, true);
        tran.localScale = Vector3.one;
        tran.localEulerAngles = Vector3.zero;
        tran.localPosition = Vector3.zero;
    }
}

试试看看DrawCall下去多少。

你可能感兴趣的:(Unity3D,开发日常随笔)