static void Init() { window = GetWindow(typeof(ModelExporter)) as ModelExporter; //ModelExporter window = GetWindowWithRect(typeof(ModelExporter), new Rect(0, 0, 800, 600), true, "WindowExportModels") as ModelExporter; window.Show(); //cameraPrefab = Camera.main; //if(cameraPrefab != null) //{ // cameraC = Instantiate<Camera>(cameraPrefab); // RT = new RenderTexture(640, 360, 24); // cameraC.targetTexture = RT; //} GameObject GO = GameObject.Find("heliu_DiMian"); Mesh mesh = GO.GetComponent <MeshFilter>().sharedMesh; int[] triangles = mesh.triangles; Vector3[] vertices = mesh.vertices; Vector3[] normals = mesh.normals; Debug.Log(triangles[0] + " " + triangles[1] + " " + triangles[2] + " " + triangles[3] + " " + triangles[4] + " " + triangles[5]); for (int i = 0; i < vertices.Length; ++i) { vertices[i].x = vertices[i].x * GO.transform.lossyScale.x; vertices[i].y = vertices[i].y * GO.transform.lossyScale.y; vertices[i].z = vertices[i].z * GO.transform.lossyScale.z; } Debug.Log(vertices[0] + " " + vertices[1] + " " + vertices[2] + " " + vertices[3]); for (int i = 0; i < normals.Length; ++i) { } Debug.Log(normals[0] + " " + normals[1] + " " + normals[2] + " " + normals[3]); }