internal void ObjInstancing(int num) { TransInfos = new Matrix4x4[num]; for (int i = 0; i < num; i++) { SpecificAttributes sa = new SpecificAttributes(); TransInfos[i] = sa.TransMatrix; } Graphics.DrawMeshInstanced(mSharedMesh, 0, mSharedMaterial, TransInfos); }
public void GenerateObjsWithoutInstancing(int num) { for (int i = 0; i < ObjTrs.Count; i++) { DestroyImmediate(ObjTrs[i].gameObject); } ObjTrs.Clear(); for (int i = 0; i < num; i++) { SpecificAttributes sa = new SpecificAttributes(); Transform tr = Instantiate(TheObj, sa.mPos, sa.mRot).transform; tr.GetComponent <MeshRenderer>().material.color = Color.white; tr.localScale = sa.mScale; ObjTrs.Add(tr); } }