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Question by SkandYxyz · Mar 08, 2017 at 09:07 PM · meshfilter

Mesh Filter looses mesh when stored as prefab

Why can this happen?

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avatar image SkandYxyz · Mar 08, 2017 at 09:18 PM 0
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I create a mesh from scratch and assign it as shared mesh within editor mode. I use set dirty afterwards. But wait, yes i guess i do reference a mesh instance within the scene hirachy, as the mesh is created with a mono behaviour on awake and then assigned to the mesh filter on same game object. when i create a prefab from it, it may still reference to this instance.

How can I prevent this? When dublicating the game object, the mesh is still there, only prefabing it leads to an empty mesh value.

avatar image Bunny83 SkandYxyz · Mar 08, 2017 at 09:45 PM 0
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A prefab is an asset. Assets can only reference other assets which are stored in the project. Things in a scene can't be referenced by assets, only the other way round.

There's something strange about your approach. If the mesh is generated in Awake at runtime, why do you actually want it to be serialized in the editor? If you want to create the mesh as asset in the editor you may want to move that code into an editor script and create an actual asset for the mesh. See AssetDatabase.CreateAsset.

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Answer by tanoshimi · Mar 08, 2017 at 09:12 PM

At a guess, are you referencing a mesh instance that exists in the scene hierarchy?

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