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Question by Brian 4 · May 26, 2010 at 12:23 AM · editormeshmeshfilter

How can I modify the mesh in OnPostprocessModel?

I've had success modifying GameObject structure in OnPostprocessModel, and I do not need to do anything special to have the changes saved. However, when I try to make modifications to the mesh, the results are ignored.

What would be the best way to do this?

I start off by getting the MeshFilter...

MeshFilter filter = go.GetComponentInChildren< MeshFilter >();

And then with the filter I attempt to make a change...

filter.sharedMesh.triangles[ 0 ] = newtriangle;

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Answer by Lucas Meijer 1 · May 27, 2010 at 12:04 AM

This is supposed to work. If you could file a bug on this, great. (UnityMenu->Help->Report a Problem). I'll add writing a testcase to our testframework for this scenario to my todolist.

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avatar image Brian 4 · May 27, 2010 at 01:21 AM 0
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Thanks for the response! Bug 353813 filed with some example code.

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Answer by Bezzy · Feb 10, 2012 at 04:18 PM

This was a while ago, but I'd be interested to know if it has worked? I'd quite like a "cheap" way of setting up geometry based silhouettes on models, without resorting to shaders.

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avatar image Bezzy · Dec 29, 2014 at 11:29 AM 0
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Hah. Well, it all works by now :)

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