
I suspect this could be a conflict with a newer version of Unity? I will try 2017 next. The problem is, I can't seem to get the Vertex Colours painted on to appear no matter what I try. Which adds some time, but if I were to use custom shaders, I'd have to do this anyway. I can partially workaround this, by 'Extracting the Material' as per Unity's inspector, and then assigning the exported texture (that appeared on MeshEdit export) to the Albedo. The exported model's embedded material seems to be incorrect: the texture is missing.


Make simple cube mesh as per the tutorial's tileset.ģ. Unfortunately however, I'm having some issues using this with Unity 2019.1 and also checked with 2018.3.0f2, both in fresh projects.ġ. It looks like the asset that was going to be loaded are demo assets? Instead of loading demo assets by default, place them in a demo assets folder and give devs the ability to load them themselves if they want to.įirst off, amazing tool! I was planning on using Sprytile for my next project, but the ease of export within Unity and vertex painting ability are really great. This is very bad! Many people have their own way they like to keep their project files organized. I tried to reorganize the files myself by moving them to a new folder, but now when I create a new mesh I get DirectorynotFoundException since the files are no longer where they're expected to be.

Everything should be under 1 main 'MeshEdit' folder. Imagine if you have 20 third party assets in your project, when they're scattered everywhere it's impossible to manage them this way. Some assets out there need to go into certain special folders like plugins, gizmos, resources, etc, but other than that everything should be self contained. Just got this asset, it looks pretty cool! I'll be playing around with it a bit in the next few days, but one thing I wanted to give feedback for right away is about how the asset files are scattered into 3 separate folders.Īll your asset's files ideally should be self-contained into 1 main folder.
