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Retaining new vertex information into Asset

Discussion in 'General Graphics' started by MattFS, Jan 9, 2015.

  1. MattFS

    MattFS

    Joined:
    Jul 14, 2009
    Posts:
    219
    Hi everyone... I couldn't find a topic on this with a search both web and here..

    My problem is that we are hoping to do large amounts of vertex painting onto meshes (ie. paint roads and tinting into large ground meshes) and for the most part everything is fine (have developed the painter, the shader... etc).

    Problem is, if you re-import the mesh asset, all data will be lost! I am writing to meshRenderer.sharedMesh and the results stay across Unity close/loads but it's when you re-import (eg. new user SVN update) that all the vertex data is lost.

    So, is there a way to really, truly, modify a mesh Asset so that re-importing doesn't effect it?

    With vertex data added using Editor tool (is persistent across Unity loads, Scene loads)


    All data wiped upon Reimport of Asset... meaning the real vertex information of the Asset wasn't really modified



    Any help or direction to start looking would be appreciated!
    Cheers!
     
    Last edited: Jan 9, 2015