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Saving polybrush baked vertex streams data to prefab

Discussion in 'World Building' started by fwalker, Dec 3, 2019.

  1. fwalker

    fwalker

    Joined:
    Feb 5, 2013
    Posts:
    255
    Ok, desperately trying to save polybrush data to prefab. I have tried many combinations of this but here is one

    1. Create a prefab from an fbx file.
    2. Place prefab instance in world
    3. Paint UV colors with polybrush (directly on Prefab view, or onto the GameObject instance) new Z_additional_vertex_Streams with reference to some mystery data (where in the world is that data saved ?) are created.
    4. Use Tools->Polybrush->Bake Vertex Streams and the new Z_additional_vertex_Streams are removed and it appears that the new uv color vertex data has been applied to the mesh. So far so good.
    5. Turn Unity off.
    6. Turn unity back on...
    7. Cry a little... The Z_additional_vertex_Streams are back again :( with none as the reference to the data !!!
    and the baked information is gone gone gone.. from everywhere. it has not been saved at all.

    What needs to happen to make this work?
    And no creating new mesh data copies is not an option. We need the data in the actual asset mesh ! ...
     
  2. gabrielw_unity

    gabrielw_unity

    Unity Technologies

    Joined:
    Feb 19, 2018
    Posts:
    963
    Hi! Can you ensure that you've applied the changes to the prefab, and saved the scene? Thanks!