Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by WikiMalik · Mar 17, 2015 at 03:01 PM · sharedmaterialmeshcombinecombineinstance

How to set second material to a second submesh in a combined mesh?

I have this code (not originally my invention) that is working fine, but I have hit upon a problem with it. I can't seem to render the second submesh, with another material... it is not rendering at all.

I can't figure out the problem lies in [renderer] part or the 2nd "submesh" that is perhaps never combining.

 @script RequireComponent(MeshFilter)
 @script RequireComponent(MeshRenderer)
 private    var matarray : Material[] = new Material[2];
 var mat : Material;
 var mat2 : Material;
     
 function Start () {
     matarray[0] = mat;
     matarray[1] = mat2;

     for (var child in transform)
         child.position += transform.position;
     transform.position = Vector3.zero;
     transform.rotation = Quaternion.identity;

     var meshFilters = GetComponentsInChildren(MeshFilter);
     var combine : CombineInstance[] = new CombineInstance[meshFilters.Length-1];
     var index = 0;
     for (var i = 0; i < meshFilters.Length; i++) {
         if (meshFilters[i].sharedMesh == null)
             continue;
         combine[index].mesh = meshFilters[i].sharedMesh;
         combine[index++].transform = meshFilters[i].transform.localToWorldMatrix;
         renderer.sharedMaterials = matarray;
         meshFilters[i].active = false;
     }
     GetComponent(MeshFilter).mesh = new Mesh();
     GetComponent(MeshFilter).mesh.CombineMeshes(combine);
     renderer.active = true;

     //here seems to be the trouble.
     renderer.sharedMaterials = matarray;
 }

Alternatively I have tried,

 renderer.sharedMaterials[1] = matarray[1];

In short, I'm in trouble. I have to save few draw calls, which is not looking good unless this gets fixed.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

combined mesh showing on different screen location 0 Answers

sharedMesh vs Mesh and sharedMaterial vs Material 2 Answers

Combine mesh instance N is null, (but why?) 1 Answer

Finding and replacing all "instanced" materials 2 Answers

Spout: shared texture breaks model UVs 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges