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Question by SinisterMephisto · Jul 12, 2012 at 10:55 PM · editormeshgetcomponentmeshfiltergetcomponentinchildren

How do I access Mesh/ Meshfilter in Editor code?

Hi, i have been having some problems with regards to accesing my mesh in editor mode. Every time i try

 GetComponent<MeshFilter / SkindMeshRenderer>().SharedMesh/Mesh;
 

I get null. when i just try to get the component it also returns null. I instantiate my object in editor mode first

 (GameObject)UnityEngine.Object.Instantiate(gameObject);

And the debugger claims it exists so i dont know why its not working.

I also tried

GetComponentInChildren<>();

Weird

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Answer by ScroodgeM · Jul 27, 2012 at 02:36 PM

this script adds menu 'UnityAnswers/GetAndAnalizeMesh' and debugs verts and tris count. works fine in editor. works with project view and scene view.

GetAndAnalizeMesh.cs

using UnityEngine;
using UnityEditor;
using System.Collections;
public class MeshAnaliser : MonoBehaviour
{
    [MenuItem("UnityAnswers/GetAndAnalizeMesh")]
    static void GetAndAnalizeMesh()
    {
        GameObject go = Selection.activeGameObject;
        if (go)
        {
            MeshFilter mf = go.GetComponent<MeshFilter>();
            if (mf)
            {
                Mesh m = mf.sharedMesh;
                if (!m) { m = mf.mesh; }
                if (m)
                {
                    Debug.Log(string.Format("vert:{0} tris:{1}", m.vertexCount, m.triangles.Length / 3));
                }
            }
        }
    }
}
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Answer by SinisterMephisto · Jul 27, 2012 at 03:22 PM

Thanks man. I realized i could not edit meshes of no instantiated objects so i had to create them put them in a separate layer and hid flags for what i wanted. Thanks anyway

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Answer by SinisterMephisto · Jul 27, 2012 at 03:22 PM

Hey thanks man. I just realized you had to instantiate the objects to have access to all that. So i had to create and hide it off screen. Thanks for the reply.

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