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Provides some stats (e.g. vertex count) about a bound mesh on a MeshFilter's inspector
// MIT License
//
// Copyright (c) 2019 Sabresaurus
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(MeshFilter)), CanEditMultipleObjects]
public class MeshFilterInspector : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
int triangles = 0;
int vertices = 0;
int uvs = 0;
int uvs2 = 0;
int normals = 0;
int tangents = 0;
int colors = 0;
Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
for (int i = 0; i < targets.Length; i++)
{
MeshFilter meshFilter = (targets[i] as MeshFilter);
Mesh sharedMesh = meshFilter.sharedMesh;
if (sharedMesh != null)
{
triangles += sharedMesh.triangles.Length / 3;
vertices += sharedMesh.vertexCount;
uvs += sharedMesh.uv.Length;
uvs2 += sharedMesh.uv2.Length;
normals += sharedMesh.normals.Length;
tangents += sharedMesh.tangents.Length;
colors += sharedMesh.colors.Length;
if (i == 0)
{
bounds = sharedMesh.bounds;
}
else
{
bounds.Encapsulate(sharedMesh.bounds);
}
}
}
GUILayout.Label("Triangles: " + triangles);
GUILayout.Label("Vertices: " + vertices);
GUILayout.Label("UV: " + uvs);
GUILayout.Label("UV2: " + uvs2);
GUILayout.Label("Normals: " + normals);
GUILayout.Label("Tangents: " + tangents);
GUILayout.Label("Colors: " + colors);
GUILayout.Label("Bounds: " + bounds);
}
}
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