mesh和sharedMesh的区别

代码:

using UnityEngine;
using System.Collections;

public class NewBehaviourScript : MonoBehaviour 
{
    public Transform cube1;
    public Transform cube2;
    public Transform a1;
    public Transform a2;
    public Transform a3;

    void Start()
    {
        if (cube1.GetComponent<MeshFilter>().sharedMesh == cube2.GetComponent<MeshFilter>().sharedMesh)
        {
            Debug.LogError("mesh is the same!");
        }
        ChangeCube1Mesh();
    }

    void ChangeCube1Mesh()
    {
        Mesh mesh = cube1.GetComponent<MeshFilter>().mesh; //这里是mesh
        mesh.Clear();
        Vector3 v1 = gameObject.transform.InverseTransformPoint(a1.position);
        Vector3 v2 = gameObject.transform.InverseTransformPoint(a2.position);
        Vector3 v3 = gameObject.transform.InverseTransformPoint(a3.position);
        mesh.vertices = new Vector3[] { v1, v2, v3 };
        mesh.triangles = new int[] { 0, 1, 2 };
    }
}

上面如果改变的是cube1的mesh,则效果只是改变cube1的mesh:
这里写图片描述

如果改为:

 void ChangeCube1Mesh()
    {
        Mesh mesh = cube1.GetComponent<MeshFilter>().sharedMesh; //这里是sharedMesh
        mesh.Clear();
        Vector3 v1 = gameObject.transform.InverseTransformPoint(a1.position);
        Vector3 v2 = gameObject.transform.InverseTransformPoint(a2.position);
        Vector3 v3 = gameObject.transform.InverseTransformPoint(a3.position);
        mesh.vertices = new Vector3[] { v1, v2, v3 };
        mesh.triangles = new int[] { 0, 1, 2 };
    }

这里写图片描述

可见sharedMesh是公用的,是引用传递。而mesh是值传递,是各自拥有的实例。sharedMesh改变,则所有的使用到此mesh的都改变。


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