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Question by madpuppet · Jul 08, 2012 at 12:57 PM · meshscenedynamicview

How to make a dynamic mesh visible in Scene View

Hi. I'm a newb to Unity development. I've scoured the forums for an answer to this one, but perhaps I can't find the right search keywords.

The meshes in my game are dynamically generated. During the Start() function on a monobehaviour script, I set the mesh to a specific dynamically generated mesh.

 public string meshName;
  void Start () 
  {
  GetComponent<MeshFilter>().mesh = DynamicModelFactory.Instance().Find(meshName).mesh;
  }

Is there a simple way I can make these objects render correctly in the Scene View when the game is not running?

I tried [ExecuteInEditMode] which works after the script compiles, but the mesh gets reset to null when you play the game and then stop running the game. Ideally, I need that code to run whenever the public string 'meshname' is edited in the inspector.

Thanks.

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avatar image madpuppet · Jul 08, 2012 at 01:29 PM 1
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ok, I've solved this. The problem was in my singleton - for some reason it loses all meshes when returning to edit mode. Solved by using a monobehaviour singleton and creating the meshes in awake.

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Answer by madpuppet · Jul 08, 2012 at 04:02 PM

Solved the problem. After doing some further testing, it was actually my singleton implementation that was giving my grief.

Changing the DynamicModelFactory singleton to an [ExecuteInEditMode] monobehaviour and attaching it to a game object fixed the problem.

I'm not sure why yet, but my singleton loses all its meshes when the game exits and returns to editor mode. I might have to do some further research or make the singleton create its own game object (as mentioned in another thread) since I don't really want to have to add this script to every scene manually.

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