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Include inactive meshes.
Option to include inactive meshes.
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@ -225,17 +225,25 @@ namespace TAO.VertexAnimation
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return target;
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}
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public static void ConbineAndConvertGameObject(this GameObject gameObject)
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public static void ConbineAndConvertGameObject(this GameObject gameObject, bool includeInactive = false)
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{
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// Get Skinned Meshes.
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List<SkinnedMeshRenderer> skinnedMeshes = gameObject.GetComponentsInChildren<SkinnedMeshRenderer>(true).ToList();
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List<SkinnedMeshRenderer> skinnedMeshes = new List<SkinnedMeshRenderer>();
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gameObject.GetComponentsInChildren(includeInactive, skinnedMeshes);
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List<MeshFilter> meshFilters = new List<MeshFilter>();
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gameObject.GetComponentsInChildren(includeInactive, meshFilters);
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// Get Meshes.
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List<(MeshFilter, MeshRenderer)> meshes = new List<(MeshFilter, MeshRenderer)>();
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foreach (var mf in gameObject.GetComponentsInChildren<MeshFilter>(true))
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foreach (var mf in meshFilters)
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{
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if (mf.TryGetComponent(out MeshRenderer mr))
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{
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meshes.Add((mf, mr));
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if (includeInactive || (!includeInactive && mr.enabled))
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{
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meshes.Add((mf, mr));
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}
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}
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}
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