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Unity Editor 小工具集合(持续更新)

2024/12/26 20:09:29 来源:https://blog.csdn.net/qq_33325776/article/details/140490181  浏览:    关键词:Unity Editor 小工具集合(持续更新)

1.LOD批量设置

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;public class LODModelSet : EditorWindow
{public GameObject rootObj;public GameObject lowAndMiddleRootObj;public float highLevel, middleLevel, lowLevel;[MenuItem("Tools/设置模型LOD")]public static void showWindow(){EditorWindow.CreateInstance<LODModelSet>().Show();}private void OnGUI(){EditorGUILayout.LabelField("高清模型根节点");rootObj = EditorGUILayout.ObjectField(rootObj, typeof(GameObject), true) as GameObject;EditorGUILayout.LabelField("中低模型根节点");lowAndMiddleRootObj = EditorGUILayout.ObjectField(lowAndMiddleRootObj, typeof(GameObject), true) as GameObject;if (GUILayout.Button("设置LOD层级")){SetLod();}EditorGUILayout.Space();EditorGUILayout.LabelField("自动打组根节点");groupRoot = EditorGUILayout.ObjectField(groupRoot, typeof(GameObject), true) as GameObject;EditorGUILayout.LabelField("基础名称长度");baseNameLength = EditorGUILayout.IntField(baseNameLength);if (GUILayout.Button("自动打组")){GroupModels();}EditorGUILayout.Space();EditorGUILayout.LabelField("LOD检查");checkRoot = EditorGUILayout.ObjectField(checkRoot, typeof(GameObject), true) as GameObject;if (GUILayout.Button("LOD检查")){ClearNullInLod();}EditorGUILayout.Space();EditorGUILayout.LabelField("LOD低层次模型提取");getlowLodRoot = EditorGUILayout.ObjectField(getlowLodRoot, typeof(GameObject), true) as GameObject;if (GUILayout.Button("LOD低层次模型提取")){GetAllLowModels();}EditorGUILayout.Space();EditorGUILayout.LabelField("LOD高层次模型提取");gethightLodRoot = EditorGUILayout.ObjectField(gethightLodRoot, typeof(GameObject), true) as GameObject;if (GUILayout.Button("LOD高层次模型提取")){GetAllHighModels();}if (GUILayout.Button("特殊LOD高层及模型提取")){GetSpicalHighLodModels();}EditorGUILayout.Space();EditorGUILayout.LabelField("LOD层次模型-高");highRoot = EditorGUILayout.ObjectField(highRoot, typeof(GameObject), true) as GameObject;if (GUILayout.Button("LOD层次模型合并打组")){MergeLods();}EditorGUILayout.Space();EditorGUILayout.LabelField("查找低精度模型并并入LOD中");lowModelRoot = EditorGUILayout.ObjectField(lowModelRoot, typeof(GameObject), true) as GameObject;if (GUILayout.Button("查找低精度模型并并入LOD中")){FindLowModelAndSet();}}private void SetLod(){List<Transform> highModels = new List<Transform>();for (int i = 0; i < rootObj.transform.childCount; i++){highModels.Add(rootObj.transform.GetChild(i));}highModels.RemoveAll(s => s.GetComponentsInChildren<MeshRenderer>().Length == 0 || s.GetComponentsInChildren<MeshRenderer>() == null);List<Transform> lowModels = new List<Transform>();List<Transform> lowmiddleModes = new List<Transform>();for (int i = 0; i < lowAndMiddleRootObj.transform.childCount; i++){lowmiddleModes.Add(lowAndMiddleRootObj.transform.GetChild(i));}for (int i = 0; i < highModels.Count; i++){string baseName = highModels[i].name;var lowModel = lowmiddleModes.Find(s => s.name.Contains(baseName) && s.name.Contains("_Low"));if (lowModel != null){lowModels.Add(lowModel);}else{Debug.Log(baseName + "没有找到低模");}}for (int i = 0; i < highModels.Count; i++){string baseName = highModels[i].name;var lowm = lowModels.Find(s => s.name.Contains(baseName));if (lowm == null){continue;}GameObject highm = highModels[i].gameObject;GameObject newP = new GameObject(baseName);newP.transform.SetParent(rootObj.transform);newP.transform.localPosition = Vector3.zero;newP.transform.localEulerAngles = Vector3.zero;newP.transform.localScale = Vector3.one;LODGroup group = newP.AddComponent<LODGroup>();LOD[] lODs = new LOD[2];highm.transform.SetParent(newP.transform);lODs[0] = new LOD(0.2f, highm.GetComponentsInChildren<MeshRenderer>());lODs[1] = new LOD(0f, lowm.GetComponentsInChildren<MeshRenderer>());group.SetLODs(lODs);}}#region 同一个格式的名称的模型的自动打组public GameObject groupRoot;public int baseNameLength;private void GroupModels(){List<Transform> childrens = new List<Transform>();for (int i = 0; i < groupRoot.transform.childCount; i++){childrens.Add(groupRoot.transform.GetChild(i));}List<Transform> groups = new List<Transform>();for (int i = 0; i < childrens.Count; i++){string basename = childrens[i].name.Substring(0, baseNameLength);var result = groups.Find(s => s.name.Equals(basename));if (result == null){GameObject p = new GameObject(basename);p.transform.SetParent(groupRoot.transform);result = p.transform;groups.Add(result);}childrens[i].transform.SetParent(result);}}#endregion#region 检查LOD内是否有空物体并去除public GameObject checkRoot;private void ClearNullInLod(){LODGroup[] lODGroups = checkRoot.GetComponentsInChildren<LODGroup>();for (int i = 0; i < lODGroups.Length; i++){LODGroup group = lODGroups[i];LOD[] lods = group.GetLODs();for (int j = 0; j < lods.Length; j++){LOD lod = lods[j];for (int k = 0; k < lod.renderers.Length; k++){if (lod.renderers[k] == null){Debug.Log(group.transform.name);}}}}}#endregion#region 还原并拆分LOD模型public GameObject getlowLodRoot, gethightLodRoot;private void GetAllLowModels(){GameObject newRoot = new GameObject(getlowLodRoot.name + "_Lod");newRoot.transform.SetParent(getlowLodRoot.transform.parent);LODGroup[] lODGroups = getlowLodRoot.GetComponentsInChildren<LODGroup>();for (int i = 0; i < lODGroups.Length; i++){LODGroup group = lODGroups[i];LOD[] lods = group.GetLODs();LOD lowLod = lods[1];for (int j = 0; j < lowLod.renderers.Length; j++){if (lowLod.renderers[j] != null){lowLod.renderers[j].transform.SetParent(newRoot.transform);}}}}private void GetAllHighModels(){GameObject newRoot = new GameObject(gethightLodRoot.name + "_High");newRoot.transform.SetParent(gethightLodRoot.transform.parent);LODGroup[] lODGroups = gethightLodRoot.GetComponentsInChildren<LODGroup>();for (int i = 0; i < lODGroups.Length; i++){LODGroup group = lODGroups[i];LOD[] lods = group.GetLODs();LOD lowLod = lods[0];for (int j = 0; j < lowLod.renderers.Length; j++){if (lowLod.renderers[j] != null){lowLod.renderers[j].transform.SetParent(newRoot.transform);}}}}#endregion#region 各个层级的lod模型合并public GameObject highRoot, middleRoot, lowRoot;private void MergeLods(){LODGroup[] lODGroups = highRoot.GetComponentsInChildren<LODGroup>();for (int i = 0; i < lODGroups.Length; i++){LODGroup group = lODGroups[i];Transform parent = group.transform;LOD[] lods = group.GetLODs();for (int j = 0; j < lods[1].renderers.Length; j++){if (lods[1].renderers[j] != null){lods[1].renderers[j].transform.SetParent(parent);}}}}#endregion#region 查找低精度模型并并入LOD种public GameObject lowModelRoot;private void FindLowModelAndSet(){LODGroup[] groups = lowModelRoot.GetComponentsInChildren<LODGroup>(true);for (int i = 0; i < groups.Length; i++){LODGroup group = groups[i];string lowname = group.name + "_Low";GameObject low = GameObject.Find("Model/资源/GIS/LOD/" + lowname);if (low == null){Debug.LogError("Model/资源/GIS/LOD/" + lowname + ",找不到该对象");}else{MeshRenderer[] renderers = low.GetComponentsInChildren<MeshRenderer>();LOD[] lods = new LOD[2];lods[0] = new LOD(0.15f, group.GetLODs()[0].renderers);lods[1] = new LOD(0, renderers);group.SetLODs(lods);}}}#endregion#region 提取剩余模型(LOD高精度模型属于空物体父物体下)private void GetSpicalHighLodModels(){GameObject newPa = new GameObject("SpicalHighLodModels");LODGroup[] lODGroups = gethightLodRoot.GetComponentsInChildren<LODGroup>(true);List<Transform> transforms = new List<Transform>();for (int i = 0; i < lODGroups.Length; i++){Transform a = lODGroups[i].transform;if (a.childCount > 0){for (int j = a.childCount - 1; j >= 0; j--){transforms.Add(a.GetChild(j));}}}foreach (var item in transforms){item.SetParent(newPa.transform);}}#endregion
}

2.重复模型的相关操作

using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;public class DuplicateHandle : EditorWindow
{[MenuItem("Tools/Duplicate Handle")]public static void ShowWindow(){EditorWindow.GetWindow(typeof(DuplicateHandle));}private void OnGUI(){hideRoot = EditorGUILayout.ObjectField("包含隐藏对象的根节点", hideRoot, typeof(GameObject), true) as GameObject;if (GUILayout.Button("输出重复模型名称")){OutputHideModels();}textName = EditorGUILayout.TextField("需要隐藏的模型名称列表文件", textName);modelRoot = EditorGUILayout.ObjectField("包含隐藏对象的根节点", modelRoot, typeof(GameObject), true) as GameObject;if (GUILayout.Button("隐藏重复模型")){HideModelsByText();}dulicateRoot = EditorGUILayout.ObjectField("根节点", dulicateRoot, typeof(GameObject), true) as GameObject;if (GUILayout.Button("整理隐藏模型")){CalculateModels();}allRoot = EditorGUILayout.ObjectField("根节点", allRoot, typeof(GameObject), true) as GameObject;groupName = EditorGUILayout.TextField("分组名称", groupName);if (GUILayout.Button("分组")){GroupModelsByName();}rootObj1 = EditorGUILayout.ObjectField("根节点1", rootObj1, typeof(GameObject), true) as GameObject;rootObj2 = EditorGUILayout.ObjectField("根节点2", rootObj2, typeof(GameObject), true) as GameObject;if (GUILayout.Button("删除已有模型")){DeletSameModel();}}public GameObject hideRoot;private void OutputHideModels(){string hideSTr = "";List<GameObject> hideObjs = new List<GameObject>();for (int i = 0; i < hideRoot.transform.childCount; i++){if (!hideRoot.transform.GetChild(i).gameObject.activeInHierarchy){hideSTr += hideRoot.transform.GetChild(i).name + "\n";hideObjs.Add(hideRoot.transform.GetChild(i).gameObject);}}if (!File.Exists(Application.streamingAssetsPath + "/HideModels" + hideRoot.name + ".txt")){File.Create(Application.streamingAssetsPath + "/HideModels" + hideRoot.name + ".txt").Close();}File.WriteAllText(Application.streamingAssetsPath + "/HideModels" + hideRoot.name + ".txt", hideSTr);}public string textName;public GameObject modelRoot;private void HideModelsByText(){string ss = File.ReadAllText(Application.streamingAssetsPath + "/" + textName + ".txt");string[] s = ss.Split("\n");for (int i = 0; i < s.Length; i++){string n = s[i];string baseName = n.Substring(0, 14);for (int j = 0; j < modelRoot.transform.childCount; j++){if (modelRoot.transform.GetChild(j).name == baseName){modelRoot.transform.GetChild(j).gameObject.SetActive(false);}}}}public GameObject dulicateRoot;private void CalculateModels(){List<GameObject> models = new List<GameObject>();for (int i = 0; i < dulicateRoot.transform.childCount; i++){if (!dulicateRoot.transform.GetChild(i).gameObject.activeSelf){models.Add(dulicateRoot.transform.GetChild(i).gameObject);}}GameObject a = new GameObject(dulicateRoot.name + "_Hide");for (int i = 0; i < models.Count; i++){models[i].transform.SetParent(a.transform);}}public GameObject allRoot;public string groupName;private void GroupModelsByName(){GameObject a = new GameObject(groupName);List<GameObject> groupModels = new List<GameObject>();for (int i = 0; i < allRoot.transform.childCount; i++){if (allRoot.transform.GetChild(i).name.Contains(groupName)){groupModels.Add(allRoot.transform.GetChild(i).gameObject);}}for (int i = 0; i < groupModels.Count; i++){groupModels[i].transform.SetParent(a.transform);}}[MenuItem("Tools/Calculate Selects")]public static void CalculateSelects(){GameObject[] selectes = Selection.gameObjects;if (!File.Exists(Application.streamingAssetsPath + "/waterModels.txt")){File.Create(Application.streamingAssetsPath + "/waterModels.txt").Close();}string a = "";for (int i = 0; i < selectes.Length; i++){a += selectes[i].name + "\n";}File.WriteAllText(Application.streamingAssetsPath + "/waterModels.txt", a);}public GameObject rootObj1, rootObj2;private void DeletSameModel(){List<GameObject> models1 = new List<GameObject>();List<GameObject> models2 = new List<GameObject>();for (int i = 0; i < rootObj1.transform.childCount; i++){models1.Add(rootObj1.transform.GetChild(i).gameObject);}for (int i = 0; i < rootObj2.transform.childCount; i++){models2.Add(rootObj2.transform.GetChild(i).gameObject);}var resultAll = models2.FindAll(s => models1.Contains(s));for (int i = resultAll.Count -1; i >= 0; i--){Debug.Log(resultAll[i].name + "已经存在了");//DestroyImmediate(resultAll[i]);}}
}

3.批量重命名与后缀的增删

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;public class NameEditor : EditorWindow
{public GameObject root;public string namePrefix = "New";[MenuItem("Tools/Name Editor")]public static void ShowWindow(){// 创建并显示窗口EditorWindow.GetWindow(typeof(NameEditor));}private void OnGUI(){root = EditorGUILayout.ObjectField("父对象", root, typeof(GameObject), true) as GameObject;namePrefix = EditorGUILayout.TextField("名称后缀", namePrefix);if (GUILayout.Button("重命名")){AddSameAfterName();}EditorGUILayout.Space();EditorGUILayout.LabelField("名称修改根节点");cutNameRoot = EditorGUILayout.ObjectField(cutNameRoot, typeof(GameObject), true) as GameObject;EditorGUILayout.LabelField("名称长度");cutLength = EditorGUILayout.IntField(cutLength);if (GUILayout.Button("名称修改(截取)")){CutNames();}EditorGUILayout.LabelField("需要去除的名称后缀");cutStr = EditorGUILayout.TextField(cutStr);if (GUILayout.Button("名称修改(去除后缀)")){CutNamesForStr();}}private void AddSameAfterName(){for (int i = 0; i < root.transform.childCount; i++){root.transform.GetChild(i).name += namePrefix;}}#region 修改名称长度public GameObject cutNameRoot;public int cutLength;private void CutNames(){for (int i = 0; i < cutNameRoot.transform.childCount; i++){cutNameRoot.transform.GetChild(i).name = cutNameRoot.transform.GetChild(i).name.Substring(0, cutLength);}}#endregion#region 去除指定后缀public string cutStr;private void CutNamesForStr(){for (int i = 0; i < cutNameRoot.transform.childCount; i++){cutNameRoot.transform.GetChild(i).name = cutNameRoot.transform.GetChild(i).name.Replace(cutStr, "");}}#endregion
}

4.大型扫描模型场景高精度模型区块划分

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;public class ChunkCreate : EditorWindow
{public GameObject originalRoot;public GameObject allModelRoot;public GameObject chunkRoot;public float chunkSize = 10f;[MenuItem("Tools/ChunkCreate")]public static void ShowWindow(){EditorWindow.CreateInstance<ChunkCreate>().Show();}private void OnGUI(){EditorGUILayout.LabelField("块划分起始点");originalRoot = EditorGUILayout.ObjectField(originalRoot, typeof(GameObject), true) as GameObject;EditorGUILayout.LabelField("所有模型");allModelRoot = EditorGUILayout.ObjectField(allModelRoot, typeof(GameObject), true) as GameObject;EditorGUILayout.LabelField("块大小");chunkSize = EditorGUILayout.FloatField(chunkSize);if (GUILayout.Button("ChunkCreate")){CreateChunke();}EditorGUILayout.LabelField("块划分排序");chunkRoot = EditorGUILayout.ObjectField(chunkRoot, typeof(GameObject), true) as GameObject;if (GUILayout.Button("Chunk Sort")){SortChunke();}if (GUILayout.Button("Empty Chunk Node")){CreateEmptyNodeForPos();}if (GUILayout.Button("Back")){BackForBefore();}if (GUILayout.Button("Back Chunk")){BackForChunk();}if (GUILayout.Button("PreSetLowModels")){InitMainLowModels();}EditorGUILayout.LabelField("实例化BIM周边区块");EditorGUILayout.LabelField("视角对象");viewTrans = EditorGUILayout.ObjectField(viewTrans, typeof(GameObject), true) as GameObject;EditorGUILayout.LabelField("区块原点");chunkStartObj = EditorGUILayout.ObjectField(chunkStartObj, typeof(GameObject), true) as GameObject;EditorGUILayout.LabelField("BIM区块父对象");BIMChunkParent = EditorGUILayout.ObjectField(BIMChunkParent, typeof(GameObject), true) as GameObject;EditorGUILayout.LabelField("BIM区块半径数量");chunkNum = EditorGUILayout.IntField(chunkNum);if (GUILayout.Button("Create BIM Chunk")){CalculateViewChunks();}if (GUILayout.Button("Change BIM Chunk")){ChangeMainChunk();}EditorGUILayout.LabelField("测试中心计算");testObj = EditorGUILayout.ObjectField(testObj, typeof(GameObject), true) as GameObject;if (GUILayout.Button("中心点测试")){Vector3 pos = CalculateCenterPos(testObj.transform);GameObject a = new GameObject("test");a.transform.position = pos;}}private void CreateChunke(){Vector3 startPos = originalRoot.transform.position;Dictionary<string, List<GameObject>> chunkDic = new Dictionary<string, List<GameObject>>();Dictionary<string, List<Vector3>> chunkPosDic = new Dictionary<string, List<Vector3>>();///划分for (int x = 0; x < allModelRoot.transform.childCount; x++){Vector3 pos = CalculateCenterPos(allModelRoot.transform.GetChild(x).transform);int chunkIndex_X = (int)(MathF.Abs(pos.x - startPos.x) / chunkSize);int chunkIndex_Y = (int)(MathF.Abs(pos.z - startPos.z) / chunkSize);string chunkIndex = chunkIndex_X + "_" + chunkIndex_Y;if (chunkDic.ContainsKey(chunkIndex)){chunkDic[chunkIndex].Add(allModelRoot.transform.GetChild(x).gameObject);chunkPosDic[chunkIndex].Add(pos);}else{List<GameObject> list = new List<GameObject>();list.Add(allModelRoot.transform.GetChild(x).gameObject);chunkDic.Add(chunkIndex, list);List<Vector3> listPos = new List<Vector3>();listPos.Add(pos);chunkPosDic.Add(chunkIndex, listPos);}}List<GameObject> nodes = new List<GameObject>();foreach (var item in chunkDic){GameObject node = new GameObject("Chunk_" + item.Key);node.transform.SetParent(allModelRoot.transform.parent);ChunkNode chunkNode = node.AddComponent<ChunkNode>();int x = int.Parse(item.Key.Split('_')[0]);int y = int.Parse(item.Key.Split('_')[1]);chunkNode.SetMsg(x, y);nodes.Add(node);}foreach (var item in chunkPosDic){var result = nodes.Find(x => x.name == "Chunk_" + item.Key);if (result != null){Vector3 pos = Vector3.zero;for (int i = 0; i < item.Value.Count; i++){pos += item.Value[i];}result.transform.position = pos / item.Value.Count;}}foreach (var item in chunkDic){var result = nodes.Find(x => x.name == "Chunk_" + item.Key);if (result != null){for (int i = 0; i < item.Value.Count; i++){item.Value[i].transform.SetParent(result.transform);}}}}private void SortChunke(){List<ChunkNode> nodes = new List<ChunkNode>();for (int i = 0; i < chunkRoot.transform.childCount; i++){Transform child = chunkRoot.transform.GetChild(i);ChunkNode chunkNode = child.gameObject.AddComponent<ChunkNode>();string num = child.name.Split('_')[1];int x = int.Parse(child.name.Split('_')[1]);int y = int.Parse(child.name.Split('_')[2]);chunkNode.SetMsg(x, y);nodes.Add(chunkNode);}Dictionary<int, ChunkNode> dic = new Dictionary<int, ChunkNode>();foreach (var item in nodes){dic.Add(item.GetMsg().Item1 * 100 + item.GetMsg().Item2, item);}dic = dic.OrderBy(x => x.Key).ToDictionary(x => x.Key, x => x.Value);GameObject newEmpty = new GameObject("EMPTY_New");foreach (var item in dic){item.Value.transform.SetParent(newEmpty.transform);}}private void CreateEmptyNodeForPos(){GameObject EMPTY = new GameObject("EMPTY");for (int i = 0; i < chunkRoot.transform.childCount; i++){ChunkNode node = chunkRoot.transform.GetChild(i).GetComponent<ChunkNode>();GameObject a = new GameObject(node.transform.name);a.transform.SetParent(EMPTY.transform);ChunkNode aaa = a.AddComponent<ChunkNode>();aaa.SetMsg(node.xIndex, node.yIndex);a.transform.position = node.transform.position;}}public GameObject testObj;public Vector3 CalculateCenterPos(Transform trans){Renderer[] renderers = trans.GetComponentsInChildren<Renderer>(true);Vector3 centerPos = Vector3.zero;for (int i = 0; i < renderers.Length; i++){centerPos += renderers[i].bounds.center;}return centerPos / renderers.Length;}private void BackForBefore(){LODGroup[] lODGroups = chunkRoot.GetComponentsInChildren<LODGroup>();for (int i = 0; i < lODGroups.Length; i++){lODGroups[i].transform.SetParent(chunkRoot.transform);}}private void BackForChunk(){ChunkLogic[] trans = chunkRoot.GetComponentsInChildren<ChunkLogic>(true);for (int i = 0; i < trans.Length; i++){for (int j = trans[i].transform.childCount - 1; j >= 0; j--){DestroyImmediate(trans[i].transform.GetChild(j).gameObject);}}}private void InitMainLowModels(){ChunkLogic[] chunkLogics = chunkRoot.GetComponentsInChildren<ChunkLogic>();for (int i = 0; i < chunkLogics.Length; i++){if (chunkLogics[i].isMainChunk){chunkLogics[i].SetLowModelsBeforePlay();}}}public GameObject viewTrans;public GameObject chunkStartObj;public GameObject BIMChunkParent;public int chunkNum = 0;class ChunkIndex{internal int x;internal int y;}private void CalculateViewChunks(){int x = (int)(Mathf.Abs(viewTrans.transform.position.x - chunkStartObj.transform.position.x) / 100);int y = (int)(Mathf.Abs(viewTrans.transform.position.z - chunkStartObj.transform.position.z) / 100);ChunkIndex index = new ChunkIndex();index.x = x;index.y = y;List<ChunkIndex> indexList2 = new List<ChunkIndex>();int minx = x - chunkNum > 0 ? x - chunkNum : 0;int maxx = x + chunkNum <= 37 ? x + chunkNum : 37;int miny = y - chunkNum > 0 ? y - chunkNum : 0;int maxy = y + chunkNum <= 57 ? y + chunkNum : 57;for (int j = minx; j <= maxx; j++){for (int k = miny; k <= maxy; k++){ChunkIndex chunkIndex2 = new ChunkIndex();chunkIndex2.x = j;chunkIndex2.y = k;var result = indexList2.Find(s => s.x == chunkIndex2.x && s.y == chunkIndex2.y);if (result == null){indexList2.Add(chunkIndex2);}}}foreach (var item in indexList2){string fileName = "Chunk" + "_" + item.x + "_" + item.y;if (BIMChunkParent.transform.Find(fileName) != null){Debug.Log(fileName + "已经加载过了");continue;}else{Debug.Log("GIS/" + fileName + "需要被加载");}var newObj = Resources.Load("GIS/" + fileName) as GameObject;if (newObj == null){Debug.Log("GIS/" + fileName + "不存在");}else{GameObject newObject = Instantiate(newObj);newObject.transform.SetParent(BIMChunkParent.transform);}}}private void ChangeMainChunk(){LODGroup[] lODGroups = BIMChunkParent.GetComponentsInChildren<LODGroup>(true);for (int i = 0; i < lODGroups.Length; i++){lODGroups[i].enabled = false;}}
}

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