Can't instantiate from FBX, it worked with DAE

Hello,

I’m trying to instantiate a game object from script.

Object o = Resources.Load("Item_01");

GameObject go = (GameObject)GameObject.Instantiate(o);

Exported the asset from Blender to DAE, everything worked fine.

Removed the DAE file and exported to FBX.

(Btw. now I see a different name of the object in asset browser, in fact it matches the original Blender name which is “Item.01” where in DAE it is exported as “Item_01”. However, I still only can find the resource by the name “Item_01”, looking up the resource by “Item.01” as shown in assets returns null. Never mind).

After having instantiated the game object now, the Mesh Filter of the instance says “none, mesh missing” and the object is not displayed. Drag & drop from assets creates a visible object, the mesh data can be found in assets, I can also assign the desired mesh to the filter at runtime, but I simply need to create the scene object from script.

Why is the mesh missing in mesh filter? I am confused.

Thank you

(Unity 5.0.1f1 P, Blender 2.75a)

I have resolved the problem, that one was located between the desk and the chair. I’m exporting the asset to a folder named “Assets/Blender” and have entirely forgotten about the need to use the folder “Assets/Resources” in order to use Resources.Load(). In “Assets/Resources” there I have the prefab already that just has lost connection to the exported object, possibly because of the different name of the object in FBX vs DAE, the prefab complains about a missing mesh. Thanks for the attention. bye