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Mesh UV mapping reverting after adjustment
I'm hoping to solution to this is simple because I'd hate to alternative.
I'm porting a game in Unity. There are a lot of meshes that are getting imported and the UV maps are all random and I don't really want to manually edit each one so I found a script.
http://wiki.unity3d.com/index.php?title=WorldUVs
It works perfectly. Lines up all of my textures and look just like it is supposed to.
Problem is: As soon as i close the editor or open another scene and reopen it, the UV maps are not saved, they revert back to how they were originally.
I guess I could write a Behavior that does it at run-time, but it seems like unnecessary overhead.
Any advise would be awesome.
Answer by prak · Jun 05, 2013 at 09:01 PM
It's been a long time since I initially posted this, but I have came across, what I believe to be, the answer. I wish someone had told me this back then.
When running a Editor script, after modding a value. You need to call EditorUtility.SetDirty(--) on that object to notify unity a change has been made.
I don't know for sure this will work on the meshes. I've moved so far beyond this, I do not have the setup required to test it. None the less, I thought it was worth posting a solution in case someone else is having similar issues.