unity用代码替换物体的Inspector面板中的Skinned Mesh Renderer下的Mesh来源
时间: 2024-10-29 09:15:09 浏览: 38
在Unity中,如果你想要通过代码动态地改变Skinned Mesh Renderer组件的Mesh来源,你可以使用`GameObject.Find()`、`GetComponent<>()`等函数获取到需要修改的对象,然后直接访问其`meshFilter.sharedMesh`属性。以下是一个简单的示例:
```csharp
using UnityEngine;
// 获取指定GameObject上的Skinned Mesh Renderer组件
SkinnedMeshRenderer smr = GetComponentInChildren<SkinnedMeshRenderer>(true);
// 假设你已经有了一个新的Mesh对象叫newMesh
Mesh newMesh = Resources.Load<Mesh>("YourNewMeshPath"); // 替换为实际加载新Mesh的路径
if (smr != null)
{
// 如果Smr存在,设置新的Mesh资源
if (smr.mesh == null) // 需要检查是否已存在默认Mesh
{
smr.sharedMesh = newMesh;
}
else
{
Debug.LogError("Skinned Mesh Renderer already has a mesh assigned.");
}
}
else
{
Debug.LogError("Skinned Mesh Renderer not found on this GameObject.");
}
```
在这个例子中,你需要确保`YourNewMeshPath`指向的是Unity项目中的有效Mesh资源,并且这个操作通常应该在场景加载完毕后或者在Update()等适当的回调中执行。
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