How do I deserialize a CompressedMesh from a Text-Based scene file?
Hello,
I've been writing a program in C# that takes a text-based Unity scene file from a game I am emulating, and dump the resources inside of it. Currently, it can only dump textures because I am struggling to dump meshes.
The loader can load the Mesh objects perfectly fine, and get the compressed mesh properties. It also successfully converts the packed data into lists of meaningful data for Vertexes, Normals, UV, and Colours. However, I cannot figure out Triangles.
It's very odd because when I export with the code I currently have, I only seem to get a couple of the polygons. However, the polygons that are exported are on the right lines of the shape of the mesh I'm trying to export. Nothing is out of place, and the vertices are correct.
I was wondering if anyone familiar with Unity's packing/mesh compression could help me figure out why it seems to only export a couple faces, but not all of them.
Thank you! :)
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