using this script from eric
// This script should be put on an empty GameObject
// Objects to be combined should be children of the empty GameObject
@script RequireComponent(MeshFilter)
@script RequireComponent(MeshRenderer)
function CombineMesh () {
yield WaitForSeconds(3);
for (var child in transform)
child.position += transform.position;
transform.position = Vector3.zero;
transform.rotation = Quaternion.identity;
var meshFilters = GetComponentsInChildren(MeshFilter);
var combine : CombineInstance[] = new CombineInstance[meshFilters.Length-1];
var index = 0;
for (var i = 0; i < meshFilters.Length; i++)
{
if (meshFilters[i].sharedMesh == null) continue;
combine[index].mesh = meshFilters[i].sharedMesh;
combine[index++].transform = meshFilters[i].transform.localToWorldMatrix;
meshFilters[i].renderer.enabled = false;
}
GetComponent(MeshFilter).mesh = new Mesh();
GetComponent(MeshFilter).mesh.CombineMeshes (combine);
renderer.material = meshFilters[1].renderer.sharedMaterial;
}
made the change from the start function to a different name, basically so that when ever i parent a new object to the empty one i would call upon that function to combine all the meshes, but it seams to not be working, if i turn the empty object on and off while paused there is no mesh, the objects i am combining are skinned mesh renderers does that make a difference?