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Generating multiple object on changing transform
#12
(08-23-2019, 12:36 PM)spedepasanen Wrote:
(08-22-2019, 02:39 PM)_Aka_ Wrote: As you might already know, the objects with blue names are part of the prefab, and with black names are not part of it.
So you already not include the generated mesh objects in the prefab, which is the right thing to do.

The sentence you are asking about:
"So the solution is to not include the generated objects in your prefab, which is the right thing to do anyway, to avoid having huge prefabs."
was said to a user which included all the generated objects in the prefab. In other words, all his objects had names in blue, which is not your case.

Yes I managed to remove the mesh from the prefab, but Curvy creates a new instance of the mesh everytime I run the game in the editor, resulting multiple useless meshes.

In the image you can see the Create Mesh_6_Mesh000 gameobject hasbeen created twice, first instance was created on the first time I pressed play, second on the second startup, first instance is not interactable. If I would start the game again a third instance would show up and so on.. How can I stop the the duplicate mesh creation/delete the earlier created mesh.

For future reference, I managed to reproduce spedepasanen's issue, and will work on it soon
Available for freelance work, feel free to reach out: toolbuddy.net
Please consider leaving a review for Curvy, this helps immensely. Thank you.
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Messages In This Thread
RE: Generating multiple object on changing transform - by _Aka_ - 08-27-2019, 11:23 AM

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