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Question by Pangamini · Jan 21, 2016 at 10:09 AM · proceduralassetdatabasesaveassetsprocessor

Procedurally created assets in AssetDatabase

I have a ScriptableObject which generates an asset procedurally (mesh in my case, but it should not matter). I want both the scriptableObject and the asset to be saved in asset database (asset may be an inner object of the scriptabe so they are bound together). I might just save the scriptable and generate the asset on runtime, but i want to be able to create references to the asset in the editor. So ideal case would be that the asset is saved in some minimal form (empty mesh, 1x1 texture) and it's filled by the scriptable. This would allow anyone to modify and re-generate the asset content by manipulating the scriptable. So my question is: How do i prevent the procedural content to be saved in the database? I want the asset to be always saved in its minimal form (to save disk space, load time and prevent versioning system such as mercurial and svn to go crazy, uploading a new big asset every time, while the procedural parameters would be sufficient)

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