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How Can You Properly Retrieve A Mesh From A .blend File Path?
I'm trying to assign a mesh to a GameObject via the editor:
currentMesh = (Mesh)AssetDatabase.LoadAssetAtPath("Assets/Meshes/FileName.blend", typeof(Mesh));
However, I only have the .blend file to get the mesh from. Is there any way to access the mesh file directly or perhaps a way to pull the mush from the .blend?
Answer by Pinkuboxu · Jun 19, 2018 at 09:16 PM
You can't work with .blend files directly as assets, as Unity is actually making them into .FBX files behind the scenes. That said... I think just renaming it to FileName.FBX might work. Otherwise, always just export to .FBX files manually. I just got through helping someone else and explaining how I used to be a fan of using .blend files, but after refining my workflow, I've noticed they really are not a good idea...
I attempted to export it as an .FBX, but I still wasn't able to access the actual mesh via the AssetDatabase.LoadAssetAtPath() method. I resorted to just creating a new mesh through the script. Thank you though!
Yeah, now that I think about it and actually look at your useage, you can't really convert an asset to a data type either that way. You are better off creating a public $$anonymous$$esh current$$anonymous$$esh ( or [SerializeFeild] current$$anonymous$$esh )and dragging and dropping the asset into the inspector, or getting the mesh from the $$anonymous$$eshRenderer or Skinned$$anonymous$$eshRenderer with GetComponent().
$$anonymous$$ore correctly I should say, You can't actually load a 3D asset at runtime without something that imports it for you at runtime. But if you do need that it can be done if you can find something that will load and import the data at runtime.
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