unity 網格Mesh佔用記憶體公式
阿新 • • 發佈:2019-02-17
[MenuItem("Assets/GetVerctorNum")] static void GetVerctorNum() { Object[] selectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets); int count = 0; int meshCount = 0; int triCount = 0; for (int i = 0; i < selectedAsset.Length; i++) { GameObject obj = selectedAsset[i] as GameObject; MeshFilter[] filters = obj.GetComponentsInChildren<MeshFilter>(true); if(filters != null){ for (int j = 0; j < filters.Length; j++) { MeshFilter f = filters[j]; count += f.sharedMesh.vertexCount; triCount += f.sharedMesh.triangles.Length / 3; meshCount++; } } } Debug.LogWarning("總共Mesh=" + meshCount + " 總共頂點=" + count + " 總共三角形="+triCount); }