Hello everyone,
I am a 3d artist, currently working on a test to get a job.
This test has a polygon limitation. If I enable the ‘stats’ window in the camera tab, it gives me every rendered triangles which is not what I need. I need to know how many polygons / triangles I have from my meshes, so yes I could just multiply the amount of triangles by the number of items I duplicated etc (count it manually) but it would take useless time.
Every software has that I guess it’s somewhere in here I just can’t find it?
Thank you for your help
Adrien
Hi, I wrote a little Editor Window that does what you want. Put this script in a folder called Editor, and access the panel by going to Tools/MeshInfo. It will display the Triangle and Vertex count for the object that is selected in the hierarchy.
using UnityEngine;
using System.Collections;
using UnityEditor;
public class MeshInfo : EditorWindow {
private int vertexCount;
private int submeshCount;
private int triangleCount;
[MenuItem ("Tools/Mesh Info")]
static void Init ()
{
// Get existing open window or if none, make a new one:
MeshInfo window = (MeshInfo) EditorWindow.GetWindow (typeof (MeshInfo));
window.titleContent.text = "Mesh Info";
}
void OnSelectionChange()
{
Repaint();
}
void OnGUI()
{
if(Selection.activeGameObject && Selection.activeGameObject.GetComponent<MeshFilter>())
{
vertexCount = Selection.activeGameObject.GetComponent<MeshFilter>().sharedMesh.vertexCount;
triangleCount = Selection.activeGameObject.GetComponent<MeshFilter>().sharedMesh.triangles.Length/3;
submeshCount = Selection.activeGameObject.GetComponent<MeshFilter>().sharedMesh.subMeshCount;
EditorGUILayout.LabelField(Selection.activeGameObject.name);
EditorGUILayout.LabelField("Vertices: ", vertexCount.ToString());
EditorGUILayout.LabelField("Triangles: ", triangleCount.ToString());
EditorGUILayout.LabelField("SubMeshes: ", submeshCount.ToString());
}
}
}
Hey,
Thank you again for your time, I’m sorry to annoy with that, but that Void edit does not work, can’t count for multiple objects.
Thanks
Adrien