public static void createCustomBrush()
    {
        GameObject tileParentObject = new GameObject();

        if (YuME_mapEditor.selectedTiles.Count > 0)
        {
            // When creating a custom brush we need to find the lowest Z transform in the selection to become the pivot transform
            GameObject bottomLevelOfSelection = YuME_mapEditor.selectedTiles[0];

            foreach (GameObject checkObjects in YuME_mapEditor.selectedTiles)
            {
                if (checkObjects.transform.position.z < bottomLevelOfSelection.transform.position.z)
                {
                    bottomLevelOfSelection = checkObjects;
                }
            }

            // center the parent object around the lowest block to make sure all the selected brushes are centered around the parent
            tileParentObject.transform.position = bottomLevelOfSelection.transform.position;

            // Build the brush by finding the parent prefab, creating an instance and then setting it to the transform of the original scene prefab
            foreach (GameObject tile in YuME_mapEditor.selectedTiles)
            {
                GameObject newBrushObject = (GameObject)PrefabUtility.InstantiatePrefab(PrefabUtility.GetPrefabParent(tile) as GameObject);

                newBrushObject.transform.position    = tile.transform.position;
                newBrushObject.transform.eulerAngles = tile.transform.eulerAngles;
                newBrushObject.transform.localScale  = tile.transform.localScale;
                newBrushObject.transform.parent      = tileParentObject.transform;
            }

            // reset the parents position so it is zero when dropped in the scene
            tileParentObject.transform.position = Vector3.zero;

            // Add the prefab to the project
            tileParentObject.name = "CustomBrush" + YuTools_Utils.numberOfFilesInFolder(YuME_mapEditor.availableTileSets[YuME_mapEditor.currentTileSetIndex].customBrushDestinationFolder, "*_YuME.prefab") + "_YuME.prefab";
            string destinationPath = YuTools_Utils.getAssetPath(YuME_mapEditor.availableTileSets[YuME_mapEditor.currentTileSetIndex]) + "CustomBrushes/";
            PrefabUtility.CreatePrefab(destinationPath + tileParentObject.name, tileParentObject);

            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh(); // refesh the asset database to tell unity changes have been made

            // remove our temporary builder object
            DestroyImmediate(tileParentObject);
            YuME_mapEditor.selectedTiles.Clear();

            // reload the custom brushes
            YuME_mapEditor.loadCustomBrushes();
        }
    }
    public static void createCustomBrush(string customBrushName)
    {
        subMeshCount = 0;

        YuME_tileFunctions.checkTileSelectionStatus();

        GameObject tileParentObject = new GameObject();

        tileParentObject.AddComponent <YuME_tileGizmo>();
        tileParentObject.GetComponent <YuME_tileGizmo>().customBrushMeshName = new List <string>();

        string customBrushGUID = Guid.NewGuid().ToString("N");

        tileParentObject.name = customBrushName + "_YuME.prefab";

        string destinationPath = YuTools_Utils.getAssetPath(YuME_mapEditor.availableTileSets[YuME_mapEditor.currentTileSetIndex]) + "CustomBrushes/";

        if (YuME_mapEditor.selectedTiles.Count > 0)
        {
            // When creating a custom brush we need to find the lowest Z transform in the selection to become the pivot transform
            GameObject bottomLevelOfSelection = YuME_mapEditor.selectedTiles[0];

            foreach (GameObject checkObjects in YuME_mapEditor.selectedTiles)
            {
                if (checkObjects.transform.position.z < bottomLevelOfSelection.transform.position.z)
                {
                    bottomLevelOfSelection = checkObjects;
                }
            }

            // center the parent object around the lowest block to make sure all the selected brushes are centered around the parent
            tileParentObject.transform.position = bottomLevelOfSelection.transform.position;

            // New Custom Brush implementation. Uses a technique similar to the freeze map, except for selected tils

            List <GameObject> tilesToCombine = new List <GameObject>();
            List <Transform>  _freezeTiles   = new List <Transform>();
            List <Transform>  freezeTiles    = new List <Transform>();

            foreach (GameObject tile in YuME_mapEditor.selectedTiles)
            {
                tile.GetComponentsInChildren <Transform>(false, _freezeTiles);
                freezeTiles.AddRange(_freezeTiles);
            }

            foreach (Transform tile in freezeTiles)
            {
                if (tile.GetComponent <MeshRenderer>())
                {
                    tilesToCombine.Add(tile.gameObject);
                }
            }

            tilesToCombine = tilesToCombine.OrderBy(x => x.GetComponent <MeshRenderer>().sharedMaterial.name).ToList();

            Material previousMaterial = tilesToCombine[0].GetComponent <MeshRenderer>().sharedMaterial;

            List <CombineInstance> combine     = new List <CombineInstance>();
            CombineInstance        tempCombine = new CombineInstance();

            int vertexCount = 0;

            foreach (GameObject mesh in tilesToCombine)
            {
                vertexCount += mesh.GetComponent <MeshFilter>().sharedMesh.vertexCount;

                if (vertexCount > 60000)
                {
                    vertexCount = 0;
                    newSubMesh(combine, mesh.GetComponent <MeshRenderer>().sharedMaterial, tileParentObject, destinationPath, customBrushGUID);
                    combine = new List <CombineInstance>();
                }

                if (mesh.GetComponent <MeshRenderer>().sharedMaterial.name != previousMaterial.name)
                {
                    newSubMesh(combine, previousMaterial, tileParentObject, destinationPath, customBrushGUID);
                    combine = new List <CombineInstance>();
                }

                tempCombine.mesh      = mesh.GetComponent <MeshFilter>().sharedMesh;
                tempCombine.transform = mesh.GetComponent <MeshFilter>().transform.localToWorldMatrix;
                combine.Add(tempCombine);
                previousMaterial = mesh.GetComponent <MeshRenderer>().sharedMaterial;
            }

            newSubMesh(combine, previousMaterial, tileParentObject, destinationPath, customBrushGUID);

            tileParentObject.transform.position = Vector3.zero;

            // Add the prefab to the project

#if UNITY_2018_3_OR_NEWER
            PrefabUtility.SaveAsPrefabAsset(tileParentObject, destinationPath + tileParentObject.name);
#else
            PrefabUtility.CreatePrefab(destinationPath + tileParentObject.name, tileParentObject);
#endif
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh(); // refesh the asset database to tell unity changes have been made

            // remove our temporary builder object

            Debug.Log("Custom Brush " + tileParentObject.name + " created.");

            DestroyImmediate(tileParentObject);
            YuME_mapEditor.selectedTiles.Clear();

            // reload the custom brushes
            YuME_mapEditor.loadCustomBrushes();
        }
    }