Hierarchy 에서 선택된 오브젝트의 Mesh를 Asset 형태로 저장하는 Editor 메뉴 스크립트입니다.

선택된 GameObject의 SkinnedMeshRenderer 또는 MeshFilter가 링크하는 Mesh를 Mesh Asset으로 저장합니다.


https://github.com/sunsun4343/CommonScripts/blob/master/Assets/CommonScripts/Editor/SaveMeshAssets.cs


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using System.Linq;
using UnityEditor;
using UnityEngine;
 
public class SaveMeshAssets
{
    [MenuItem("Tools/Save Assets/Save Mesh", validate = true)]
    public static bool CanSaveMesh()
    {
        GameObject[] selectedObjects = Selection.gameObjects;
        if (selectedObjects.Length == 0)
        {
            return false;
        }
 
        return selectedObjects.Any(so => (so.GetComponent<MeshFilter>() != null || so.GetComponent<SkinnedMeshRenderer>() != null));
    }
 
    [MenuItem("Tools/Save Assets/Save Mesh")]
    public static void SaveMesh()
    {
        GameObject[] selectedObjects = Selection.gameObjects;
        SaveMesh(selectedObjects);
    }
    
    public static void SaveMesh(GameObject[] selectedObjects)
    {
        for (int i = 0; i < selectedObjects.Length; ++i)
        {
            GameObject selected = selectedObjects[i];
 
            MeshFilter meshFilter = selected.GetComponent<MeshFilter>();
            if (meshFilter != null)
            {
                SaveMesh(meshFilter.sharedMesh, selected.name);
            }
 
            SkinnedMeshRenderer smr = selected.GetComponent<SkinnedMeshRenderer>();
            if (smr != null)
            {
                SaveMesh(smr.sharedMesh, selected.name);
            }
        }
    }
 
 
    public static void SaveMesh(Mesh mesh, string name)
    {
        string path = "Assets/" + name + ".prefab";
        if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(mesh)))
        {
            Mesh tempMesh = (Mesh)UnityEngine.Object.Instantiate(mesh);
            AssetDatabase.CreateAsset(tempMesh, AssetDatabase.GenerateUniqueAssetPath(path));
            Debug.Log("Mesh saved: " + path);
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
        }
    }
 
}
cs


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