Editor Script, and my character setup system.

So I have a system all made for setting up characters. On Awake, it merges the character and clothing meshes, does texture combination work, etc.

But I would really like this system to display the final version of a character in the editor, too.

So what I wonder is, if I make the script work in edit mode, what sorts of functions will I need to do to accomplish all my instantiation, texture-building and junk?

My main two functions are one for combining meshes and using ReadPixels to combine textures (and instantiating said mesh and texture together).
I do make fairly frequent use of the symbol “new”.

From what I understand, I’ll have to create two versions of my functions; one that works in the editor, and one which works in-world.
But will my use of “new”, or the instantiation of textures/meshes cause any problems with memory?

May I ask why you need to do this in the editor?

From the looks of it, he seems to want a part of the editor to render the result while he edits. That’s what i understood of the opening post.

Yeah, that’s what I’m going for. I basically want to be able to place a character in-world, use my customization system to edit it on the fly, and see what it looks like while I’m still in the editor.

Makes it easy to keep track of NPCs and junk.

(She, by the way.)

you could separate you editor into 2 windows with the scene view and game view separate and have the camera facing the npc for the game view which would be update when you mess about in scene view.