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Getting model import settings for mesh asset created from Unity

Discussion in 'Scripting' started by maxxa05, Oct 26, 2016.

  1. maxxa05

    maxxa05

    Joined:
    Nov 17, 2012
    Posts:
    186
    So, I have a ton of mesh assets that I need to use both for colliders and mesh renderers. When I assign them to a collider, there's a quite heavy Mesh.Bake Physx CollisionData step that happens when Instantiating them. However, in model import, there's a Generate Colliders step that would probably do this beforehand.

    The problem is, I save my meshes from Unity as .asset files, which don't have those settings. Is there a way to get those settings without having to create objs for everything? This would save me a whole lot of time. Thanks!
     
  2. maxxa05

    maxxa05

    Joined:
    Nov 17, 2012
    Posts:
    186
    Nevermind, I converted my meshes to .obj files and checked the add collider setting, the spikes are still there. I will try to make prefabs with colliders and check the prebake mesh colliders, see if that helps.