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Question by testure · Aug 03, 2011 at 06:27 PM · loadingcustom-editor

Serializing data from Mesh Post Processor..

Is it possible? Without going into too much detail, I have a process that I'm running on the mesh vertices, and I'd like to store the results in an array that exists as a component that is attached to the mesh (also during the post process).

Currently, the data that I'm storing is wiped immediately after post processing... is there any way to save data during this process?

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avatar image testure · Aug 03, 2011 at 06:34 PM 0
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As a shot in the dark, I tried using UnityEditor.EditorUtility.SetDirty(this) (even though it's a monobehaviour and not an editor class), but obviously that didn't work...

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Answer by testure · Aug 03, 2011 at 09:44 PM

I figured out a workaround (or rather, the right way to do it- depending on how you look at it). The problem is that I was trying to set the serializable value from within the monobehaviour itself. In unityland, that behaviour isn't attached to anything yet, so it doesn't work like setting a 'default value' or something like that.

I got around it by setting the array to public, and then assigning the value from outside the monobehaviour (in the mesh post processor). Kind of a round about way of doing it, but it now properly serializes.

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