03-25-2020, 04:09 PM
Hi,
I did the simple test of making a prefab of a generator (including the generated mesh gameobject), and then modifying the prefab. The generated mesh being part of the prefab, the scene was not modified. So you can modify prefabs without having to modify the scene. Your use case being more complicated than this simple example, I might have missed something.
Here is more information that might help you:
have a nice day
I did the simple test of making a prefab of a generator (including the generated mesh gameobject), and then modifying the prefab. The generated mesh being part of the prefab, the scene was not modified. So you can modify prefabs without having to modify the scene. Your use case being more complicated than this simple example, I might have missed something.
Here is more information that might help you:
- You can export the generated mesh as an asset using the export tab: https://curvyeditor.com/documentation/generator/modules/createmesh?#export
- If you need 50 copies of the same generator, generating the same mesh, then you should have only one generator which result is copied 50 times
- The Volume Mesh module has a split option that allows to subdivide the generated volume into smaller parts. That helps if you want to modify a small part without having to regenerate the whole mesh: https://curvyeditor.com/documentation/generator/modules/volumemesh?s[]=split#general
- About the DontSave flag, there is nothing in the UI that allows that, but you can modify the code for that. A good starting point would be CreateMesh.writeVMeshToMesh method
- If a generator in a prefab tries to remove a gameobject (for example one of multiple meshes it is generating), Unity does not allow it to do so. You will then have an error message and the object will not be removed.
have a nice day
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Available for freelance workâfeel free to reach out.
Available for freelance workâfeel free to reach out.