Created
November 18, 2024 18:01
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Saves a Unity runtime generated mesh as an asset
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using UnityEditor; | |
using UnityEngine; | |
namespace Editor | |
{ | |
public class MeshSaver : MonoBehaviour | |
{ | |
[MenuItem("Tools/Mesh/Save Mesh")] | |
public static void SaveMesh() | |
{ | |
GameObject go = Selection.activeObject as GameObject; | |
// Create the directory if it doesn't exist | |
if (!System.IO.Directory.Exists("Assets/Models")) | |
{ | |
System.IO.Directory.CreateDirectory("Assets/Models"); | |
} | |
MeshFilter mf = go.GetComponent<MeshFilter>(); | |
Mesh meshToSave = mf.sharedMesh; | |
// if (optimizeMesh) | |
// { | |
// // This optimizes the mesh for GPU access | |
// MeshUtility.Optimize(meshToSave); | |
// } | |
AssetDatabase.CreateAsset(meshToSave, "Assets/Models/RingMeshes/" + go.name + ".asset"); | |
AssetDatabase.SaveAssets(); | |
} | |
[MenuItem("Tools/Mesh/Save Multiple Meshes")] | |
public static void SaveMeshes() | |
{ | |
GameObject[] gos = Selection.gameObjects; | |
foreach (GameObject go in gos) | |
{ | |
MeshFilter mf = go.GetComponent<MeshFilter>(); | |
if (mf == null) continue; | |
Mesh meshToSave = mf.sharedMesh; | |
AssetDatabase.CreateAsset(meshToSave, "Assets/Models/RingMeshesWithUVs/" + go.name + ".asset"); | |
} | |
AssetDatabase.SaveAssets(); | |
} | |
} | |
} |
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