WebFeb 5, 2024 · private GameObject CreatePrefab ( Mesh [] meshes, Material [] materials, string prefabName, string outputPath) { // Create container var gameObject = new GameObject ( prefabName); // Create an actual meshfilter for every mesh for (int i = 0; i < meshes.Length; i ++) { var mesh = meshes [ i]; var material = materials [ i]; // Create … WebJan 17, 2024 · It is possible to serialise meshdata in the unity editor as meshdata is actually a different format from FBX (Unity reads an FBX, then generates a mesh asset from the FBX's data, then associates that mesh with the FBX) You do this by playing with AssetDatabase.CreateAsset () …
Creating a
WebYou can use an exporter like ExportOBJ, ObjExporter or Collada Exporter, and export your mesh to a file in the editor. Another option is to use AssetDatabase.CreateAsset with … WebAug 19, 2024 · If you want to be able to re-use an object after re-launching the game, you might wanna check out ways of saving data in Unity. One simple way would be using PlayerPrefs but you would have to write the code for loading/saving the state of your object on your own since it's capable of directly saving only int, float, string data type values. fender sting signature bass specs
Save and load mesh data in Unity - Riccardo Stecca
WebApr 7, 2024 · To open a Prefab Asset and edit it in isolation you can do it in the following ways: Double-click the Prefab Asset in the Project window Select a Prefab Asset in the Project window A window that shows the … WebApr 3, 2024 · You can create blueprints from actors in scene. Just select whatever actors you want in your prefab, right click on them and select Create Blueprint. lunix April 1, 2014, 4:17pm 3 I just tried this and “Create Blueprint” isn’t an option. I tried right clicking on the scene outliner and inside the editor Mugluck April 1, 2014, 5:23pm 4 fender starcaster strat history