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Question by spiritworld · Jan 04, 2020 at 02:13 PM · optimizationskinned mesh renderer

SkinnedMeshRenderer combiner produces invisible mesh

Years ago I found working skinned mesh combiner from https://github.com/unity-hackday/project/blob/master/unity/Assets/Plugins/CharacterGenerator.cs and modified it for my needs by taking just the generating part as here:

     public void Generate()
     {
         List<CombineInstance> combineInstances = new List<CombineInstance>();
         List<Material> materials = new List<Material>();
         List<Transform> bones = new List<Transform>();
         Transform[] transforms = gameObject.GetComponentsInChildren<Transform>();
 
         foreach (SkinnedMeshRenderer smr in allSmrComponents)
         {
 
             materials.AddRange(smr.materials);
             for (int sub = 0; sub < smr.sharedMesh.subMeshCount; sub++)
             {
                 CombineInstance ci = new CombineInstance();
                 ci.mesh = smr.sharedMesh;
                 ci.transform = smr.transform.localToWorldMatrix;
                 ci.subMeshIndex = sub;
                 combineInstances.Add(ci);
             }
 
             Transform[] meshBones = smr.bones;
             foreach (Transform bone in meshBones)
             {
                 foreach (Transform transform in transforms)
                 {
                     if (transform.name != bone.name)
                         continue;
                     bones.Add(transform);
                     break;
                 }
             }
             smr.gameObject.SetActive(false);
         }
 
         combinedGO = new GameObject("Combined Mesh");
         combinedGO.layer = gameObject.layer;
 
         SkinnedMeshRenderer renderer = combinedGO.AddComponent<SkinnedMeshRenderer>();
         renderer.sharedMesh = new Mesh();
         renderer.sharedMesh.name = "combinedMesh";
         renderer.sharedMesh.CombineMeshes(combineInstances.ToArray(), false, false);
         renderer.bones = bones.ToArray();
         renderer.materials= new Material[1] { materials[0] };
     }

After I updated Unity, no idea to which version, probably it was when Unity5 became Unity 20XX.Y.Y. the combiner stopped working. No errors appeared but the gameobject "Combined Mesh" was invisible, also I think some values were wrong i.e SMR bounds seem to be zeroed and root bone missing.

I figured maybe recalculating bounds

         renderer.sharedMesh.RecalculateNormals();
         renderer.sharedMesh.RecalculateBounds();
         renderer.rootBone = myRootBone;

but they were still zero. I tried debugging if any mesh information is passed to SMR and at least vertex count showed 10k, so there is something.

In short: can you figure what's wrong in the combining the smr here? This was one day a working piece of code.

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