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Question by Mattplay · Jun 16, 2017 at 10:28 AM · save data

How to save a gameobject with script generated mesh?

hi, I have created a sphere by changing meshes of a cube, and I would like to save it as a prefab using this code : GameObject Geo; Geo = new GameObject("myWorld"); MeshFilter GeoMesh = Geo.AddComponent<MeshFilter>(); GeoMesh.mesh = local; GeoMesh.sharedMesh = local; Geo.AddComponent<MeshCollider>(); Geo.AddComponent<MeshRenderer>(); PrefabUtility.CreatePrefab("Assets/World/myWorld.prefab", Geo); AssetDatabase.SaveAssets();

I only save the empty game object, without the mesh. I tried different things but I was never able to save the mesh with the game object.

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avatar image _dns_ · Jun 16, 2017 at 03:11 PM 1
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Hi, the code is correct but the mesh need to be created in an Asset saved on disc and referenced by the prefab(s). To do this, use AssetDatabase.CreateAsset( my$$anonymous$$esh, myPath ) before creating the prefab. (sorry, I just have time for a quick comment right now)

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Answer by webcam · Jun 16, 2017 at 04:01 PM

You just need to create a prefab set up script with a reference to an empty prefab called MyWorld

  public GameObject myPrefab;
   //drag your prefab from the project view into here

   //put the rest in start and run once
   MeshFilter GeoMesh = myPrfab.AddComponent<MeshFilter>(); 
   GeoMesh.mesh = local; 
   GeoMesh.sharedMesh = local; Geo.AddComponent<MeshCollider>(); 
   myPrfab.AddComponent<MeshRenderer>(); 
   PrefabUtility.CreatePrefab("Assets/World/myWorld.prefab", Geo);  
   AssetDatabase.SaveAssets();
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