- Home /
 
               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?
               Comment
              
 
               
              Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                