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Question by Azzara. · Jul 20, 2013 at 07:59 PM · meshrenderersharedmeshunique

Make sure a mesh instance is not shared

I am using procedurally generated quad-meshes to display game sprites. I make changes to the panel sizes and uvs at run time in order to display sprite animations.

I want to make sure that each mesh instance is unique in order to avoid side effects when accessing one mesh instance in code. I have tried accessing the mesh using .mesh instead of .sharedMesh. This trick works but it displays errors in the editor warning me of memory leaks.

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Answer by beartrickey · Aug 16, 2013 at 06:30 PM

I ran into the same problem, so I decided to just copy over the mesh data to a new mesh when I want to make changes to the quad. It stopped giving me the editor warnings.

 var oldMesh : Mesh = target.gameObject.GetComponent( MeshFilter ).sharedMesh;
     
 //make new instance of mesh
 var newMesh : Mesh = new Mesh ();
             
 newMesh.vertices = vertices;
 newMesh.uv = oldMesh.uv;
 newMesh.triangles = oldMesh.triangles;
             
 target.gameObject.GetComponent( MeshFilter ).mesh = newMesh;
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avatar image MarioSantoso · Aug 30, 2013 at 01:35 PM 0
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Well done, I've been looking for this workaround for sometime already. Thank you.

avatar image beartrickey · Aug 30, 2013 at 03:52 PM 0
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No problem! It's all a bit hacky of course ^_^;

That being said, I just bought 2D Tool $$anonymous$$it, which has solved my specific quad/sprite issues. On top of that, it looks like Unity 4.3 will offer some built-in 2D support, so you can save yourself $65 if you wait a bit :)

avatar image Azzara. · Aug 31, 2013 at 01:14 PM 0
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How did they solve the problem for the 2D Tool $$anonymous$$it? Do they copy the $$anonymous$$esh on Start/Awake?

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