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Question by
Bcadren · Jul 03, 2013 at 12:58 AM ·
meshruntimewrite data
Save to Prefab or Mesh?
I'm working on a Unity-Based Voxel art editor.
I have my own unique save format to save editable copies of the art, which uses a WriteAllBytes function.
For the final use, I'd like to be able to save as a static mesh or a prefab, because loading in the art from the editable format takes time that would be undesired to have at play time should the art be used in a game. Is there an existing codec/way to write an FBX at runtime simply make the combination of meshes a new prefab?
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figure you found the answer on other questions. to complete this question. yes, save asset and prefab is possible, there's an all in one code i put on this forum somplace for that.
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