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Question by gryphon98 · Mar 30, 2019 at 09:41 PM · c#assetdatabase

How can I override or Update the .asset file from Script? Currently using AssetDatabase.CreateAsset() for Creating the asset.

what I am Doing?

Currently I am trying to save current Mesh in my .asset File when user will click a Save button using AssetDatabase.CreateAsset() but when the user will again press the save button unity starts throwing error. (maybe because CreateAsset() first checks whether the file exists or not [in this case it already exists]).

I can't use Delete() because there is an another GUI button LOAD which will load the current Saved Mesh say [xyzold.asset]

Next What I tried ?

  • Searched the Problem whether it already exists or not?

  • Then I tried and thought it like this .. I will save the same mesh in another file [ say xyznew.asset ] and then I will change the Mesh[mesh of 3d object] to the newFile and then will delete the old Mesh file [xyzold.asset] and will save the Mesh again but fileName will be save as the previous old file name[xyzold.asset] .. now I will update my Mesh[mesh of 3d object] with the old one and delete the New one ...[ This Was to remove mesh Link from the MeshFilter so when user updates the mesh will not be destroyed]...

,I am trying to save the current mesh to my Asset folder using AssetDabase.CreateAsset() but when I again Press the button to Save the Mesh unity starts throwing the error.

I cannot use Delete() because There is a GUI button to Load the Current saved Mesh

What I tried and thought was to make an another file[ say filexyx.asset] using AssetDabase.CreateAsset() then update the mesh with the new file, then delete the Previous file, create the newFile of the original mesh I wanted and delete the filexyz.asset.

still not working for me...

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