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Question by MibZ · Oct 08, 2012 at 04:09 PM · meshfindmeshrenderercheck

How can I check if a GameObject has a Mesh?

I have a level editor in which I want to add a highlight effect to the object actively being modified.

All editable objects have '2D' models, so to do this I'm going to create a clone of the active object that is slightly larger with a different material applied to create a fake glow effect.

I'm not quite sure how to check if a GameObject has a mesh attached - I've been trying to use activeObject.GetComponent, but I can't compare that to bool/null so I can't guarantee I've found the right object. Some objects have Empty parents used for rotation, some don't, some have multiple children attached, etc - I need to be able to check if the way to get said Mesh has actually found it or not so I can ensure I get the correct object from the hierarchy.

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Answer by dannyskim · Oct 08, 2012 at 11:27 PM

 if( gameObject.GetComponent<MeshFilter>().mesh != null )
     Debug.Log( name + " : Yes, I have a mesh! );
 else
     Debug.Log( name + " : Nope /wrist" );
 
 
 
 
 


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