Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by kupo · Aug 05, 2013 at 10:33 PM · instanceshared

Avoid Mesh Sharing

I have a component script that create and setup a quad and store it in the MeshFilter.SharedMesh of the gameobject ( since we are allowed to use mesh directly ).If I have this component attached to a gameobject and I copy / paste the gameobject in the editor both gameobject will share the same mesh, but I would like each instance to have their own mesh so I could set different parameter for each of them.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by Joyrider · Aug 05, 2013 at 10:54 PM

you just have to call MeshFilter.mesh on each copied gameobject for it to create a duplicated mesh instance of the mesh. You don't even have to assign it, just the call is enough to have a duplicate created and used instead of the original.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by kupo · Aug 06, 2013 at 08:28 AM

Hello, Thanks for your answer.

When I use mesh it works perfectly but unity raise an error saying that I'm leaking mesh and I should use SharedMesh instead, do you know how to get ride of that ?

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Joyrider · Aug 06, 2013 at 08:41 AM 0
Share

No, I'm guessing it is a failsafe, so people would rather use shared$$anonymous$$esh, since they rarely tend to modify the mesh and wish for seperate meshes. But it is imho technically not an error, unless you create meshes that aren't referenced by anything.

avatar image kupo · Aug 06, 2013 at 08:28 PM 0
Share

Well I tend to think that this error is here for a reason, I have to find a way around since I cannot be sure that ignoring the error will not cause further error in the futur.

Thanks

avatar image Joyrider · Aug 06, 2013 at 09:56 PM 0
Share

Indeed, it is there to avoid meshleaks, which is what it does when the instantiation is unintended. Anyway, then all that left is for every copied object to instantiate the mesh manually and assign it to the meshfilter

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

15 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Seperate NavMeshAgent for each instance of a prefab? 0 Answers

How can I modify a variable on an instance of a prefab after I created it? 2 Answers

Create an Instance? 2 Answers

Unity importing Instances wrong via FBX. 4 Answers

Calling a function across all instances of an object 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges