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Question by JoeW97 · Jul 19, 2015 at 09:17 AM · assetassetdatabase

How to guard against CreateAsset() failing?

I'm creating assets (meshes) with AssetDatabase.CreateAsset(mesh, path) inside a loop. Very rarely, it fails, even though I'm checking before each call that both the mesh and the path are valid.

As CreateAsset() returns void, what is the accepted way to check for a result?

I'm also displaying a progress bar during the loop. If CreateAsset() fails, Unity is aborting from the method, and so the finishing call to EditorUtility.ClearProgressBar(); never gets called. This for all intents & purposes freezes Unity as the progress bar is trapped in front.

Is there a way to catch the CreateAsset() fail that would allow me to clear the progress bar?

Thanks for any suggestions!

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