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Question by ynedelin · Jan 12, 2016 at 03:33 AM · prefabimportskinnedmeshrendererassetpostprocessor

missing mesh after creating prefab inside AssetPostprocessor . OnPostprocessModel ()

hey guys, I have a skinned mesh FBX file and I want to create a prefab of it on import . Doing it in AssetPostprocessor.OnPostprocessModel() seems to almost work, except the mesh inside the SkinnedMeshRenderer component that is null.

I have tried to force reconnect the Mesh object after PrefabUtility.CreatePrefab() and it results in 'missing (Mesh)' but still it is not there. Odd part is that if I pause execution with a break point right after reconnecting the sharedMesh with :

SkinnedMeshRenderer tempMeshRenderer = prefab.GetComponentInChildren(); tempMeshRenderer.sharedMesh = mesh ;

it's set correctly until the AssetPostprocessor finishes and then its missing.

What's going on here? Thank you

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avatar image newfinalflashers · Jan 15, 2018 at 07:46 PM 0
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I have the same problem too in editor. When i create the prefab all the meshes in the render component go missing.

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Answer by Issam · Feb 24, 2016 at 05:49 PM

You need to create your prefab in OnPostprocessAllAssets(...), before that the game object you are manipulating is temporary. More info here: http://answers.unity3d.com/questions/996952/after-assetpostprocessor-meshes-seem-to-be-gone.html

(I added a reply to that answer i linked, not sure when it will appear)

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