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Question by GD_slave · Jan 29, 2015 at 08:35 PM · graphicsmodeldatabinarymodelimporter

Binary Model Format

Say I import a model into the Unity environment. The model gets converted from whatever format to .fbx then that gets formatted into an internal (presumably) binary format which is optimized to work in the engine and runtime environment.

My question is, is there a way extract that object and export it from the environment but still in its binary state such that it could be used in different instances of a unity made application? -like a model gets customized in one game and then passed to a different game

[Note: I know it can be done by exporting back into an interchangeable format, that's not what I am asking. I am talking about preserving its optimized structure in the game and removing the need for elaborate file parsers (since its already a recognizable structure).]

Obviously this couldn't be applied to a gameObject which is a container of various bits but I am talking about the model and to what degree this could be done to the model.

-Could this be done to static meshes?

  • could this be done to textured static meshes (preserving the UVs)?

  • could this be done to dynamic meshes (preserving the animations?)

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Answer by Shudrum · Jan 29, 2015 at 08:40 PM

You may want to look at the Asset Post Processor, and catch the mesh to get and/or edit the datas.

http://docs.unity3d.com/ScriptReference/AssetPostprocessor.OnPostprocessModel.html

By the way, this could be done from a gameobject, if this one contain the MeshFilter component.

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