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    <title>DEV Community: head-high</title>
    <description>The latest articles on DEV Community by head-high (@headhigh).</description>
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      <title>Generate DinoFracture Engine pre-fracture meshes without scene GUI operation</title>
      <dc:creator>Takaaki Ichijo</dc:creator>
      <pubDate>Tue, 18 Jan 2022 16:02:33 +0000</pubDate>
      <link>https://dev.to/headhigh/generate-dino-fracture-engine-pre-fracture-meshes-without-scene-gui-operation-245j</link>
      <guid>https://dev.to/headhigh/generate-dino-fracture-engine-pre-fracture-meshes-without-scene-gui-operation-245j</guid>
      <description>&lt;p&gt;DinoFracture Engine, an asset for adding to Unity fracture effect easier to any meshes is very nice product.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://assetstore.unity.com/packages/tools/physics/dinofracture-a-dynamic-fracture-library-26599"&gt;https://assetstore.unity.com/packages/tools/physics/dinofracture-a-dynamic-fracture-library-26599&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;It can generate fractures runtime and editor. But if you try to make fracture in editor (not play mode), you have to make specific scene and attach PreFracturedGeometory component, and press "Create Fractures" button.&lt;/p&gt;

&lt;p&gt;In my case there are lots of meshes have to make fractures, so I made a script for Dino Fracture, to generate fractures without the clicking works in the scene.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System.Collections.Generic&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System.IO&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System.Linq&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;UnityEditor&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;DinoFracture&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;DinoFracture.Editor&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;PreFractureInAssetFolder&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;PreFracturedGeometryEditor&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;PrefabFolderPath&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;"Assets/{your prefab folder path}"&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;MeshFolderPath&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;"Assets/{your mesh folder path}"&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;ExportFolderName&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;"PreFractured"&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;InsideMaterialPath&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;"Assets/{your inside material path}.mat"&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;StandardFractureTemplatePath&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;"Assets/DinoFracture/Plugin/Prefabs/StandardFracturePiece.prefab"&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nf"&gt;MenuItem&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Tools/DinoFracture/PreFractureInAssetFolder"&lt;/span&gt;&lt;span class="p"&gt;)]&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;PreFracture&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;//filter paths you want generate fractures&lt;/span&gt;
        &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;allPath&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;AssetDatabase&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetAllAssetPaths&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;prefabPathList&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;allPath&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Where&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;p&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Contains&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;PrefabFolderPath&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
            &lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Where&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;p2&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;!&lt;/span&gt;&lt;span class="n"&gt;p2&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Contains&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;ExportFolderName&lt;/span&gt;&lt;span class="p"&gt;)).&lt;/span&gt;&lt;span class="nf"&gt;ToList&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;objectCount&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;prefabPathList&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;objectCount&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;prefabPath&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;prefabPathList&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;

            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;contentsRoot&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;PrefabUtility&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;LoadPrefabContents&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;prefabPath&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;contentsRoot&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;MeshFilter&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;()&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"contentsRoot "&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;contentsRoot&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt;&lt;span class="s"&gt;"doesnt has meshfilter"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
                &lt;span class="n"&gt;objectCount&lt;/span&gt;&lt;span class="p"&gt;--;&lt;/span&gt;
                &lt;span class="k"&gt;continue&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;

            &lt;span class="nf"&gt;MakeFractureMeshes&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;contentsRoot&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;prefabPath&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;objectCount&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;MakeFractureMeshes&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;contentsRoot&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;prefabPath&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;objectCount&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Tuple&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Mesh&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;meshAssetList&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Tuple&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Mesh&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Tuple&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;prefabAssetList&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Tuple&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&amp;gt;();&lt;/span&gt;

        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;standardFractureTemplate&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;AssetDatabase&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;LoadAssetAtPath&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;StandardFractureTemplatePath&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;insideMaterial&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;AssetDatabase&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;LoadAssetAtPath&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Material&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;InsideMaterialPath&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;


        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;geom&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;contentsRoot&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;AddComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;PreFracturedGeometry&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="n"&gt;geom&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;FractureTemplate&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;standardFractureTemplate&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;geom&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;InsideMaterial&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;insideMaterial&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="c1"&gt;//set parametors as you want&lt;/span&gt;
        &lt;span class="n"&gt;geom&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;NumFracturePieces&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;geom&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;NumIterations&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;geom&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;NumGenerations&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;geom&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;UVScale&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;FractureUVScale&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;EntireMesh&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="n"&gt;geom&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GenerateFractureMeshes&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
            &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;g&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;g&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GeneratedPieces&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetActive&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

                &lt;span class="c1"&gt;//generate meshes&lt;/span&gt;
                &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;meshSaveFolderPath&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Path&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Combine&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MeshFolderPath&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;ExportFolderName&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;geom&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

                &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;geom&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GeneratedPieces&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;childCount&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
                &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;pieceTransform&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;geom&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GeneratedPieces&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

                    &lt;span class="c1"&gt;//in my case mesh collider is much CPU usage so replase to BoxCollider&lt;/span&gt;
                    &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;meshCollider&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;pieceTransform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;MeshCollider&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
                    &lt;span class="n"&gt;GameObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;DestroyImmediate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;meshCollider&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
                    &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;boxCollider&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;pieceTransform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;AddComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;BoxCollider&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
                    &lt;span class="n"&gt;boxCollider&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;enabled&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

                    &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;rigidbody&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;pieceTransform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Rigidbody&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
                    &lt;span class="n"&gt;rigidbody&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;isKinematic&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

                    &lt;span class="n"&gt;MeshFilter&lt;/span&gt; &lt;span class="n"&gt;mf&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;geom&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GeneratedPieces&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;MeshFilter&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
                    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;mf&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;mf&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;sharedMesh&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
                    &lt;span class="p"&gt;{&lt;/span&gt;
                        &lt;span class="n"&gt;meshAssetList&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Tuple&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Mesh&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;mf&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;sharedMesh&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;meshSaveFolderPath&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
                    &lt;span class="p"&gt;}&lt;/span&gt;
                &lt;span class="p"&gt;}&lt;/span&gt;

                &lt;span class="c1"&gt;//save prefabs&lt;/span&gt;
                &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;prefabSaveFolderPath&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Path&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Combine&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Path&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetDirectoryName&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;prefabPath&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="n"&gt;ExportFolderName&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

                &lt;span class="n"&gt;prefabAssetList&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Tuple&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;g&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GeneratedPieces&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;prefabSaveFolderPath&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                    &lt;span class="n"&gt;contentsRoot&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="s"&gt;".prefab"&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;

                &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;prefabAssetList&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;=&lt;/span&gt; &lt;span class="n"&gt;objectCount&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
                &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="nf"&gt;SaveProcess&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;meshAssetList&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;prefabAssetList&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
                &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="p"&gt;});&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;SaveProcess&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Tuple&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Mesh&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;meshAssetList&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Tuple&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;prefabAssetList&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"save process"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;//stop Asset import Postprocess&lt;/span&gt;
        &lt;span class="n"&gt;AssetDatabase&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;StartAssetEditing&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="c1"&gt;//save mesh&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;meshAsset&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;meshAssetList&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;DirectoryInfo&lt;/span&gt; &lt;span class="n"&gt;dir&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;DirectoryInfo&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;meshAsset&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Item2&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Exists&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Create&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="k"&gt;else&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="c1"&gt;// delete old meshes&lt;/span&gt;
                &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;FileInfo&lt;/span&gt; &lt;span class="n"&gt;file&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetFiles&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;
                &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="n"&gt;file&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Delete&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt; 
                &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;

            &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;assetPath&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Path&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Combine&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;meshAsset&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Item2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;String&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Format&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"{0}.asset"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Guid&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;NewGuid&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nf"&gt;ToString&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"B"&lt;/span&gt;&lt;span class="p"&gt;)));&lt;/span&gt;
            &lt;span class="n"&gt;AssetDatabase&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;CreateAsset&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;meshAsset&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Item1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;assetPath&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="c1"&gt;//save prefab&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;prefabAsset&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;prefabAssetList&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;DirectoryInfo&lt;/span&gt; &lt;span class="n"&gt;dir&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;DirectoryInfo&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;prefabAsset&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Item2&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Exists&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Create&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;

            &lt;span class="n"&gt;PrefabUtility&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SaveAsPrefabAsset&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;prefabAsset&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Item1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Path&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Combine&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;prefabAsset&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Item2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;prefabAsset&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Item3&lt;/span&gt; &lt;span class="p"&gt;));&lt;/span&gt;

            &lt;span class="n"&gt;GameObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;DestroyImmediate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;prefabAsset&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Item1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="n"&gt;meshAssetList&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Clear&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;prefabAssetList&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Clear&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="n"&gt;AssetDatabase&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;StopAssetEditing&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="n"&gt;AssetDatabase&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SaveAssets&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;AssetDatabase&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Refresh&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



</description>
      <category>unity3d</category>
    </item>
  </channel>
</rss>
