I have an object that I imported with several meshes. Some of them have nontrivial translations, and I would like to bake those translations in. The code I wrote was this :
I want to be able to do this only once per mesh, and that the next time that I add the object to the scene hierarchy it will already be fixed. The code that I wrote takes care of the mesh for good, but it only takes care of the translation for the instance that I added. This is because the sharedMesh gets saved back to the model, but the changes to the mesh filter don't get changed - the next time I will add the model, the vertices will be baked but the transform will remain the original one.
Is there a way to modify the mesh's transform for future insertions into the scene?
asked Sep 20 '10 at 02:16 PM
Call your function in AssetPostprocessor.OnPostprocessModel and modify the shared mesh.
answered Sep 21 '10 at 07:12 AM
You could save it as a prefab at the end of your script.
answered Sep 20 '10 at 04:06 PM