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Question by Tomza · Nov 29, 2016 at 01:38 PM · meshprocedural meshobj

Saving generated meshes at runtime in game

Hello,

I want to save meshes created by users of my app (at runtime, in game) that are imported from .OBJ files. I have .OBJ importer for the meshes and the meshes are imported, but when users close the app, the meshes are lost and they must be imported to the app again. So my question is:

Is it possible to save such generated at runtime meshes in game (NOT IN UNITY EDITOR!)?

I know that

 AssetDatabase.CreateAsset(meshToSave, path);
 AssetDatabase.SaveAssets();

works in Editor only. What to do in game?

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avatar image biscuitquiff_r · Oct 11, 2017 at 07:59 AM 0
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Hey, did you ever get this figured out? Trying to do a similar thing myself!

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Answer by Esteem · Jun 27, 2017 at 07:28 AM

@Tomza https://unitycoder.com/blog/2013/01/26/save-mesh-created-by-script-in-editor-playmode/

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avatar image XSchoett · May 31, 2018 at 04:11 PM 1
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This solution is for Unity Editor ...

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Answer by Bunny83 · May 31, 2018 at 10:21 PM

I've once created a mesh serializer for Unity. It serializes a Mesh to a compact custom binary format. It should support any kind of Mesh Unity supports. Which includes blendshapes. Since animations aren't bound to a particular mesh it doesn't support animations but it does support skinned meshes so it does serialize the skinning information if present.

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Answer by Tobychappell · May 31, 2018 at 10:01 PM

Save everything about the game object that can/needs to be serialized to a data file. Then load and build the mesh from that data.

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