#my workaround will be to just create
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That only works on GameObjects or components attached to game objects, unfortunately
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
Hmm, I would say a using the hide flag might work
yeah, I'm using Graphics.RenderMesh to draw an overlay
If they are not created dynamically from some scene data, I would just have them in your extension and load them instead
ah, there you go
Another-nother option would be to save them outside of the assets folder
yep, the hide flags make it work right
Yeah I was pretty sure the DontSave flag would do it but couldn't remember for sure
I figure not having a persistent material makes it easy to avoid accidentally modifying a persistent asset in a package
this is mostly aimed at VRChat, where packages are just dumped into Packages/ as an embedded package instead of living in Library/PackageCache
so that wouldn't cause unity to scream at me, but I still try to avoid it
Depends on if you are modifying it 😛
Like all of the unity shape meshes are just loaded from and FBX, though not exactly the same as your case
in this case there's no pre-configuration of the materials at all; everything gets set via script
it's a tool for viewing the stencil buffer (and the depth buffer too, i guess)
...i think i need to handle ortho views
Oh neat! Probably doesn't matter either way then.
