맵 쪼개서 묶기 작업 중
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@ -7,24 +7,24 @@ public static class MaterialChecker
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[MenuItem("Tools/Check Materials in Selected Object")]
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private static void CheckSelectedObject()
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{
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// 현재 선택된 오브젝트
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// 현재 선택된 오브젝트
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GameObject selectedObject = Selection.activeGameObject;
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if (selectedObject == null)
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{
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Debug.LogWarning("오브젝트를 선택하세요.");
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Debug.LogWarning("오브젝트를 선택하세요.");
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return;
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}
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// 자식의 MeshRenderer를 확인
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// 자식의 MeshRenderer를 확인
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MeshRenderer[] meshRenderers = selectedObject.GetComponentsInChildren<MeshRenderer>();
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if (meshRenderers.Length == 0)
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{
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Debug.Log($"'{selectedObject.name}'에는 MeshRenderer가 포함된 자식 오브젝트가 없습니다.");
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Debug.Log($"'{selectedObject.name}'에는 MeshRenderer가 포함된 자식 오브젝트가 없습니다.");
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return;
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}
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// 매터리얼 수집
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// 매터리얼 수집
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HashSet<Material> uniqueMaterials = new HashSet<Material>();
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foreach (var renderer in meshRenderers)
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{
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@ -37,12 +37,37 @@ public static class MaterialChecker
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}
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}
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// 결과 로그 출력
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Debug.Log($"'{selectedObject.name}'에 사용된 고유한 매터리얼 수: {uniqueMaterials.Count}");
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// 결과 로그 출력
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Debug.Log($"'{selectedObject.name}'에 사용된 고유한 매터리얼 수: {uniqueMaterials.Count}");
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int i = 0;
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foreach (var material in uniqueMaterials)
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{
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Debug.Log($"{i++} : {material.name}", material);
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}
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}
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[MenuItem("Tools/Remove Specific Components")]
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private static void RemoveComponentsFromSelected()
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{
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// 현재 선택된 오브젝트
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GameObject selectedObject = Selection.activeGameObject;
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if (selectedObject == null)
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{
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Debug.LogWarning("오브젝트를 선택하세요.");
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return;
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}
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MeshCollider[] meshcoll = selectedObject.GetComponentsInChildren<MeshCollider>();
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for (int i = 0; i < meshcoll.Length; i++)
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Object.DestroyImmediate(meshcoll[i]);
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CapsuleCollider[] capsuleCollider = selectedObject.GetComponentsInChildren<CapsuleCollider>();
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for (int i = 0; i < capsuleCollider.Length; i++)
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Object.DestroyImmediate(capsuleCollider[i]);
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LODGroup[] lodGroup = selectedObject.GetComponentsInChildren<LODGroup>();
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for (int i = 0; i < lodGroup.Length; i++)
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Object.DestroyImmediate(lodGroup[i]);
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}
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}
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Loading…
Reference in New Issue