I’m trying to assign a mesh to a GameObject via the editor:
currentMesh = (Mesh)AssetDatabase.LoadAssetAtPath("Assets/Meshes/FileName.blend", typeof(Mesh));
However, I only have the .blend file to get the mesh from. Is there any way to access the mesh file directly or perhaps a way to pull the mush from the .blend?
You can’t work with .blend files directly as assets, as Unity is actually making them into .FBX files behind the scenes. That said… I think just renaming it to FileName.FBX might work. Otherwise, always just export to .FBX files manually. I just got through helping someone else and explaining how I used to be a fan of using .blend files, but after refining my workflow, I’ve noticed they really are not a good idea…