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Question by Hugmungus · Sep 26, 2012 at 10:52 PM · meshvoxelcombinecombinemeshes

CombineMeshes() Not Working Properly?

Hello Everyone,

I'm trying to combine three cubes into one mesh and keep them as individual submeshes to preserve their individual material's. However, when I combine the three cubes under the parent object, they all use the parent's material, even though I've set mergeSubMeshes to false.

Thanks for the help!

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(MeshFilter))]
 [RequireComponent(typeof(MeshRenderer))]
 public class Test1 : MonoBehaviour {
     void Start() {
         MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>() ;
         CombineInstance[] combine = new CombineInstance[meshFilters.Length];
         int i = 0;
         while (i < meshFilters.Length) {
             combine[i].mesh = meshFilters[i].sharedMesh;
             combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
             meshFilters[i].gameObject.active = false;
             i++;
         }
         transform.GetComponent<MeshFilter>().mesh = new Mesh();
         transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine,false, false);
         transform.gameObject.active = true;
     }
 }
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avatar image hvilela · Sep 26, 2012 at 11:30 PM 0
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I didn't run your code, but looks like you're doing it right. Setting false to mergeSub$$anonymous$$eshes should keep the materials. Have you trying to access sub$$anonymous$$eshCount to check if you have 3 submeshes? if you do you could change the materials manually (I know that Combine$$anonymous$$eshes should do it for you).

avatar image Hugmungus · Sep 27, 2012 at 03:03 PM 0
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I have confirmed that there are 3 sub-meshes using sub$$anonymous$$eshCount. I'll try to manually re-assign the materials to the sub-meshes, but I feel that this is going to make merging meshes dynamically really performance heavy.

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