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60 lines
1.1 KiB
C#
60 lines
1.1 KiB
C#
//
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// This Utility will convert a 'mesh-in memory' into a mesh stored in your project for use elsehwere.
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// Simply attach this script to your mesh game object, add a name to the 'use name' setting, and click Save.
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//
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using UnityEngine;
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using System.Collections;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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[ExecuteInEditMode]
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public class utility_SaveMesh : MonoBehaviour {
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//PUBLIC VARIABLES
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public bool saveAsset = false;
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public string useName = "";
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//PRIVATE VARIABLES
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//private Mesh mesh = new Mesh();
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void Start () {
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}
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void LateUpdate () {
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#if UNITY_EDITOR
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if (saveAsset && useName != ""){
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saveAsset = false;
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SaveAsset();
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}
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#endif
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}
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void SaveAsset () {
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#if UNITY_EDITOR
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Mesh mesh = new Mesh();
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mesh = GetComponent<MeshFilter>().sharedMesh;
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mesh.name = useName;
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mesh.RecalculateNormals();
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//mesh.Optimize();
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if (mesh != null && useName != null && useName !=""){
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AssetDatabase.CreateAsset(mesh, "Assets/SUIMONO - WATER SYSTEM 2/MESH/"+useName+".asset");
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Debug.Log("Asset Created at: "+AssetDatabase.GetAssetPath(mesh)+"!");
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}
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#endif
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}
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}
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