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Good workflow for updating animated meshes
So it seems to me that the "standard" workflow for animated meshes in Unity is incredibly awkward. Being as almost everything else has such a smooth workflow, it makes me think I'm doing it wrong. Here's what's going on:
I model and rig a mesh, and give it one animation.
Export the FBX and import it into Unity.
Modify the Import Settings to specify the animation name and frames.
Now this is where it gets weird
Drag the animated mesh into the scene.
Drag my character script onto the mesh.
Create a new prefab; drag the character into the prefab to save it.
And where the chaos begins!!
Add another animation to the model.
Re-import the model into Unity.
Modify the Import Settings to specify the name and frames of the new animation.
But what's this? My prefab doesn't have the new animation!!
So I delete the prefab and go back to step 5.
So what I usually end up doing is creating an "AttachMesh" script that loads the mesh at runtime (so it always has the "latest" version). But the problem with this is that I can't see the mesh in the editor!!
So What I'm Wondering Is
What is the correct workflow for putting an animated mesh in a prefab?
What is the correct workflow for updating an animated mesh that's already used by prefabs in your project?
Your answer
![](https://koobas.hobune.stream/wayback/20220613072954im_/https://answers.unity.com/themes/thub/images/avi.jpg)