private static string[] ExportAtlasUnityMeshPrefab(MA_TextureAtlasserProAtlas atlas, ModelExportSettings modelExportSettings, string materialPath = null, string savePath = EXPORT_ASSET_PATH) { if (atlas == null || atlas.textureQuads == null) { return(null); } List <string> assetPaths = new List <string>(); //Directories. string savePathPrefab = savePath + atlas.name + "/"; string savePathMeshes = savePathPrefab + "Meshes/"; CreateFolder(savePathPrefab); CreateFolder(savePathMeshes); foreach (MA_TextureAtlasserProQuad quad in atlas.textureQuads) { foreach (MA_ModelGroup mg in quad.modelGroups) { //Validate name. if (string.IsNullOrEmpty(mg.name) || string.IsNullOrWhiteSpace(mg.name)) { mg.name = MA_StringUtils.RandomAlphabetString(6); Debug.LogWarning("No valid model name assigned!"); } //Create new prefab asset. string newPrefabPath = MA_PrefabUtils.CreatePrefab(mg.name, savePathPrefab); GameObject newPrefab = AssetDatabase.LoadAssetAtPath <GameObject>(newPrefabPath); foreach (Mesh m in mg.meshes) { if (m != null) { //Validate name. if (string.IsNullOrEmpty(m.name) || string.IsNullOrWhiteSpace(m.name)) { m.name = MA_StringUtils.RandomAlphabetString(6); Debug.LogWarning("No valid mesh name assigned!"); } //Create new mesh. //Duplicate it from the current one. Mesh newMesh = MA_MeshUtils.MA_DuplicateMesh(m); //Remap UV's. newMesh = MA_MeshUtils.MA_UVReMap(newMesh, atlas.textureAtlasSize, quad.guiRect, modelExportSettings.uvChannel, modelExportSettings.uvFlipY, modelExportSettings.uvWrap); //Set name. newMesh.name = string.Format("{0}_{1}", mg.name, m.name); //Save mesh. string savedMeshPath = MA_MeshUtils.MA_SaveMeshAsset(newMesh, savePathMeshes); //Load mesh. Mesh savedMesh = AssetDatabase.LoadAssetAtPath <Mesh>(savedMeshPath); //Load material. Material savedMaterial = AssetDatabase.LoadAssetAtPath <Material>(materialPath); //Create gameObject. GameObject newGameObject = new GameObject(m.name); //Add mesh filter. MeshFilter mf = newGameObject.AddComponent <MeshFilter>(); mf.mesh = savedMesh; //Add mesh renderer. MeshRenderer mr = newGameObject.AddComponent <MeshRenderer>(); mr.material = savedMaterial; //Add to parent gameObject (prefab). MA_PrefabUtils.AddChild(newPrefab, newGameObject); Object.DestroyImmediate(newGameObject); } } assetPaths.Add(newPrefabPath); } } return(assetPaths.ToArray()); }