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Question by zachanima · Jul 14, 2013 at 12:50 AM · meshgraphicsimport

Assigning imported mesh from script

I have imported a blender file, and placed the Import (along with its child mesh, of course) in "Assets/Resources/Models".

Is it possible to assign the mesh directly from script, without first making a prefab containing the mesh?

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Answer by fafase · Jul 14, 2013 at 12:53 AM

I guess this should do it.

 Mesh mesh = (Mesh)Resources.Load("path",typeof(Mesh));
 GetComponent<MeshFilter>().mesh = mesh;
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avatar image sweatyrat · Aug 16, 2014 at 10:53 PM 0
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this is not always true. imported mesh assets are .FBX files. the actual mesh is contained within that file and have a separate name. so to load a mesh named mesh0 contained in mesh1.FBX you need to make sure to use $$anonymous$$esh mesh = ($$anonymous$$esh)Resources.Load("Assets/Resources/$$anonymous$$odels/mesh1",typeof($$anonymous$$esh));

avatar image fafase · Aug 17, 2014 at 08:51 AM 0
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This is not always true, what if the model is in a sub folder...

"path" was just an example since it would be a little long to provide all the possible paths the model could be stored in.

How about:

 string path = "Assets/Resources/$$anonymous$$odels/mesh1";
 $$anonymous$$esh mesh = ($$anonymous$$esh)Resources.Load(path,typeof($$anonymous$$esh));
 GetComponent<$$anonymous$$eshFilter>().mesh = mesh;

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