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Question by zapnes · May 06, 2015 at 12:47 PM · vertexcolor

Reading mesh original colors?

I am doing some vertex coloring. I change the meshFilter.mesh.colors so that the changes are only temporary and different instances of the same mesh can be colored differently.

After coloring the mesh instance, I expect meshFilter.sharedMesh.colors to remain the original colors of the mesh, but they are not, sharedMesh.colors return the colors of the mesh instance..

Should i submit it as a bug, or is there another way of getting the original colors?

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Answer by scarletshark · May 06, 2015 at 02:41 PM

Why don't you create a new script called MeshInfo, and apply it to your prefab. Inside the script, do the following:

 using UnityEngine;
 using System.Collections;

 public class MeshInfo : MonoBehaviour {

     // these fields will be publicly accessible, but can only be set by this class
     public Mesh mesh{ get; private set; }
     public Color[] originalColors{ get; private set; }
     public Vertex[] vertices{ get; private set; }

     void Awake() {
         mesh = GetComponent<MeshFilter>().mesh;
         vertices = mesh.vertices;
         originalColors = mesh.colors;
     }
 }

Then in your other class you just say

 getComponent<MeshInfo>().originalColors;
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avatar image zapnes · May 06, 2015 at 04:35 PM 0
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Thanks, but that is not really practical, as I change many meshes from one script. Is there no way of getting the mesh colors of the source mesh?

avatar image scarletshark · May 06, 2015 at 04:37 PM 0
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Why not? Can you post your code? I'm wondering if maybe I could have been more clear, because this should still work!

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