public void OneTimeSetUp() { ReadableMesh = Resources.GetBuiltinResource <UnityMesh>("New-Cylinder.fbx"); Assume.That(ReadableMesh.isReadable, Is.True, $"{ReadableMesh} was not readable."); NonReadableMesh = UnityMesh.Instantiate(ReadableMesh); NonReadableMesh.UploadMeshData(true); Assume.That(NonReadableMesh.isReadable, Is.False, $"{NonReadableMesh} was readable."); MeshWithMultipleSubMeshes = new UnityMesh { name = nameof(MeshWithMultipleSubMeshes), vertices = new[] { new Vector3(0f, 1f, 0f), new Vector3(1f, 1f, 0f), new Vector3(1f, 0f, 0f), new Vector3(0f, 0f, 0f) }, normals = new[] { Vector3.back, Vector3.back, Vector3.back, Vector3.back }, subMeshCount = 2 }; MeshWithMultipleSubMeshes.SetTriangles(new[] { 0, 1, 2 }, 0); MeshWithMultipleSubMeshes.SetTriangles(new[] { 2, 3, 0 }, 1); Assume.That(MeshWithMultipleSubMeshes.isReadable, Is.True, $"{MeshWithMultipleSubMeshes} was not readable."); }
public void OneTimeSetUp() { ReadableMesh = Resources.GetBuiltinResource <UnityMesh>("New-Cylinder.fbx"); Assume.That(ReadableMesh.isReadable, Is.True, $"{ReadableMesh} was not readable."); NonReadableMesh = UnityMesh.Instantiate(ReadableMesh); NonReadableMesh.UploadMeshData(true); Assume.That(NonReadableMesh.isReadable, Is.False, $"{NonReadableMesh} was readable."); }
public void OneTimeSetUp() { // set up temporary GameObject injection world PreviousGameObjectInjectionWorld = World.DefaultGameObjectInjectionWorld; World.DefaultGameObjectInjectionWorld = default; DefaultWorldInitialization.DefaultLazyEditModeInitialize(); // create folder for temporary assets string folderName; do { folderName = Path.GetRandomFileName(); }while (AssetDatabase.IsValidFolder(Path.Combine("Assets", folderName))); TemporaryAssetsPath = AssetDatabase.GUIDToAssetPath(AssetDatabase.CreateFolder("Assets", folderName)); // create non-readable mesh asset NonReadableMesh = UnityMesh.Instantiate(Resources.GetBuiltinResource <UnityMesh>("New-Cylinder.fbx")); NonReadableMesh.UploadMeshData(true); Assume.That(NonReadableMesh.isReadable, Is.False, $"{NonReadableMesh} was readable."); AssetDatabase.CreateAsset(NonReadableMesh, $"{TemporaryAssetsPath}/NonReadableMesh.asset"); }