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using UnityEditor;
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using UnityEngine;
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public class MeshSaver
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{
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[MenuItem("CONTEXT/MeshFilter/Save Mesh...")]
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public static void SaveMeshInPlace(MenuCommand menuCommand)
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{
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MeshFilter mf = menuCommand.context as MeshFilter;
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Mesh m = mf.sharedMesh;
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SaveMesh(m, m.name, false, true);
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}
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[MenuItem("CONTEXT/MeshFilter/Save Mesh As New Instance...")]
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public static void SaveMeshNewInstanceItem(MenuCommand menuCommand)
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{
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MeshFilter mf = menuCommand.context as MeshFilter;
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Mesh m = mf.sharedMesh;
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SaveMesh(m, m.name, true, true);
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}
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public static void SaveMesh(Mesh mesh, string name, bool makeNewInstance, bool optimizeMesh)
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{
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string path = EditorUtility.SaveFilePanel("Save Separate Mesh Asset", "Assets/", name, "asset");
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if (string.IsNullOrEmpty(path)) return;
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path = FileUtil.GetProjectRelativePath(path);
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Mesh meshToSave = (makeNewInstance) ? Object.Instantiate(mesh) as Mesh : mesh;
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if (optimizeMesh)
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MeshUtility.Optimize(meshToSave);
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AssetDatabase.CreateAsset(meshToSave, path);
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AssetDatabase.SaveAssets();
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}
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}
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