Hello!
How can i combine 2 meshes without moving them if the parent is not at position 0,0,0?
@script RequireComponent(MeshFilter)
@script RequireComponent(MeshRenderer)
function Start () {
var meshFilters = GetComponentsInChildren(MeshFilter);
var combine : CombineInstance[] = new CombineInstance[meshFilters.length];
for ( i = 0; i < meshFilters.length; i++){
combine[i].mesh = meshFilters[i].sharedMesh;
combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
meshFilters[i].gameObject.active = false;
}
transform.GetComponent(MeshFilter).mesh = new Mesh();
transform.GetComponent(MeshFilter).mesh.CombineMeshes(combine);
transform.gameObject.active = true;
}
I don’t see why the meshes are moving in an odd direction if i combine them…Please help me 
JFFM
3
Hi,
I just had the same problem…
And I don’t know the cause…
However:
@script RequireComponent(MeshFilter)
@script RequireComponent(MeshRenderer)
function Start () {
[indent]
//Begin nearly-funny fix
var position = transform.position;
transform.position = Vector3.zero;
//End nearly-funny fix
var meshFilters = GetComponentsInChildren(MeshFilter);
var combine : CombineInstance[] = new CombineInstance[meshFilters.length];
for ( i = 0; i < meshFilters.length; i++){
[indent]
combine[i].mesh = meshFilters[i].sharedMesh;
combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
meshFilters[i].gameObject.active = false;
[/indent]
}
transform.GetComponent(MeshFilter).mesh = new Mesh();
transform.GetComponent(MeshFilter).mesh.CombineMeshes(combine);
transform.gameObject.active = true;
//Begin nearly-funny fix: Redux
transform.position = position;
//Fin
[/indent]
}
Should fix your problem. I’ve done the same.
Excuse the code if it has one or two things missing - I’m a C# man myself.
Good luck!
-JFFM
Yeah,thanks,i have later noticed the same fix.
Thanks for the anwser! 