using UnityEngine; using System.Collections; public class MB_ExampleSkinnedMeshDescription : MonoBehaviour { void OnGUI(){ GUILayout.Label ("Mesh Renderer objects have been baked into a skinned mesh. Each source object\n" + " is still in the scene (with renderer disabled) and becomes a bone. Any scripts, animations,\n" + " or physics that affect the invisible source objects will be visible in the\n" + "Skinned Mesh." + " This approach is more efficient than either dynamic batching or updating every frame \n" + " for many small objects that constantly and independently move. \n" + " With this approach pay attention to the SkinnedMeshRenderer Bounds and Animation Culling\n" + "settings. You may need to write your own script to manage/update these or your object may vanish or stop animating.\n" + " You can update the combined mesh at runtime as objects are added and deleted from the scene."); } }