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Question by
Brofessor_Oak · Dec 30, 2016 at 02:41 PM ·
c#mesheditor-scriptinggeneration
How to resave generated meshes with Editor Scripts?
I came up with an editor script that generates meshs and saves them as mesh assets, but I've ran into issue with making changes to a mesh that already exists. I'm doing what's been suggested in the past (use EditorUtility.CopySerialized if the asset exists already) but the mesh doesn't seem to reload fully in the editor until restarting Unity. I've tried a lot of different attempts to reload it using different methods in AssetDatabase, but none of them have worked. Anyone have an idea of what to do?
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