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Question by oliver-jones · Jan 14, 2020 at 05:50 PM · meshprefabassetbundles

AssetBundle - Missing Mesh

Im working on an EditorScript that dynamically imports an FBX, and then builds an AssetBundle from this FBX. However, when I load in the AssetBundle, the meshes are all missing.

 GameObject _prefab = PrefabUtility.SaveAsPrefabAssetAndConnect(
     _FBX_Asset, 
     "Assets/_Imports/test.prefab", 
     InteractionMode.AutomatedAction);
 
 
 string assetPath = AssetDatabase.GetAssetPath(_prefab);
 
 AssetImporter.GetAtPath(assetPath).SetAssetBundleNameAndVariant("testbundle", "");
 
 BuildPipeline.BuildAssetBundles(
     "Assets/_AssetBundles", 
     BuildAssetBundleOptions.None, 
     BuildTarget.StandaloneOSX);

And to load, I use;

 var myLoadedAssetBundle = AssetBundle.LoadFromFile("Assets/_AssetBundles/testbundle");
 GameObject[] prefab = myLoadedAssetBundle.LoadAllAssets<GameObject>();
 
 for(int i = 0; i < prefab.Length; i++)
 {
     Instantiate(prefab[i]);
 }

What am I missing here?

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avatar image revolute · Jan 15, 2020 at 07:57 AM 0
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I haven't tried in such manner but have you tried AssetDatabase.SaveAssets and AssetDatabase.Refresh after SaveAsPrefabAssetAndConnect?

It should be fine without but just in case.

avatar image oliver-jones · Jan 15, 2020 at 05:46 PM 0
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. Bump any ideas? $$anonymous$$y materials are also missing too. But I cannot tell what I am doing wrong here?

avatar image rvdroer · Jun 22, 2020 at 02:53 PM 0
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Did you find an answer to this already. I have the same problem. Textures and $$anonymous$$eshes are missing

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Answer by trul · Feb 11, 2020 at 07:36 PM

I had similar problem. Check the last line in bundles manifest file for dependencies Dependencies: [] In my case the model or prefab were depended on other models and materials. In this case you should load the first or pack them in the same bundle.

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