#my workaround will be to just create

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tardy heron
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Would DontDestroyOnLoad work for this?

plush perch
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That only works on GameObjects or components attached to game objects, unfortunately

tardy heron
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Ahh so you're just making them in memory and then doing some debug function to draw them? Instead of being on game objs / components

thick canopy
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Hmm, I would say a using the hide flag might work

plush perch
thick canopy
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If they are not created dynamically from some scene data, I would just have them in your extension and load them instead

plush perch
thick canopy
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Another-nother option would be to save them outside of the assets folder

plush perch
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yep, the hide flags make it work right

thick canopy
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Yeah I was pretty sure the DontSave flag would do it but couldn't remember for sure

plush perch
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I figure not having a persistent material makes it easy to avoid accidentally modifying a persistent asset in a package

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this is mostly aimed at VRChat, where packages are just dumped into Packages/ as an embedded package instead of living in Library/PackageCache

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so that wouldn't cause unity to scream at me, but I still try to avoid it

thick canopy
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Depends on if you are modifying it 😛

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Like all of the unity shape meshes are just loaded from and FBX, though not exactly the same as your case

plush perch
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in this case there's no pre-configuration of the materials at all; everything gets set via script

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it's a tool for viewing the stencil buffer (and the depth buffer too, i guess)

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...i think i need to handle ortho views

thick canopy
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Oh neat! Probably doesn't matter either way then.

plush perch