public static bool BakeMeshesInPlace(MB3_MeshCombinerSingle mom, List <GameObject> objsToMesh, string saveFolder, bool clearBuffersAfterBake, ProgressUpdateDelegate updateProgressBar)
        {
            if (MB3_MeshCombiner.EVAL_VERSION)
            {
                return(false);
            }
            if (saveFolder.Length < 6)
            {
                Debug.LogError("Please select a folder for meshes.");
                return(false);
            }
            if (!Directory.Exists(Application.dataPath + saveFolder.Substring(6)))
            {
                Debug.Log((Application.dataPath + saveFolder.Substring(6)));
                Debug.Log(Path.GetFullPath(Application.dataPath + saveFolder.Substring(6)));
                Debug.LogError("The selected Folder For Meshes does not exist or is not inside the projects Assets folder. Please 'Choose Folder For Bake In Place Meshes' that is inside the project's assets folder.");
                return(false);
            }

            MB3_EditorMethods editorMethods = new MB3_EditorMethods();

            mom.DestroyMeshEditor(editorMethods);

            MB_RenderType originalRenderType = mom.renderType;
            bool          success            = false;

            string[] objNames = GenerateNames(objsToMesh);
            for (int i = 0; i < objsToMesh.Count; i++)
            {
                if (objsToMesh[i] == null)
                {
                    Debug.LogError("The " + i + "th object on the list of objects to combine is 'None'. Use Command-Delete on Mac OS X; Delete or Shift-Delete on Windows to remove this one element.");
                    return(false);
                }

                Mesh m = new Mesh();
                success = BakeOneMesh(mom, m, objsToMesh[i]);
                if (success)
                {
                    string newMeshFilePath = saveFolder + "/" + objNames[i];
                    Debug.Log("Creating mesh asset at " + newMeshFilePath + " for mesh " + m + " numVerts " + m.vertexCount);
                    AssetDatabase.CreateAsset(mom.GetMesh(), newMeshFilePath);
                }
                if (updateProgressBar != null)
                {
                    updateProgressBar("Created mesh saving mesh on " + objsToMesh[i].name + " to asset " + objNames[i], .6f);
                }
            }
            mom.renderType = originalRenderType;
            MB_Utility.Destroy(mom.resultSceneObject);
            if (clearBuffersAfterBake)
            {
                mom.ClearBuffers();
            }
            return(success);
        }