private void OnEnable() { m_asset = (SDFMeshAsset)target; m_sourceMeshPreview = UnityEditor.Editor.CreateEditor(m_asset.SourceMesh); m_properties = new SerializedProperties(serializedObject); }
private void Save() { if (!CanSave) { return; } SDFMeshAsset.Create(ASSET_SAVE_PATH, "SDFMesh_" + m_mesh.name, m_samples, m_packedUVs, m_lastSubdivisionLevel, m_size, m_padding, m_mesh, m_minBounds, m_maxBounds); }