How do I assign an exisiting Mesh to a Mesh filter and render it?

Hi

I have recently upgraded to Unity 3.2 and now having an issue with a mesh filter that is missing the prefab mesh. (please see attached images)

So I am trying the following:

MeshFilter mf = (MeshFilter)cloneBlock.GetComponent(typeof(MeshFilter)) as MeshFilter;
MeshRenderer mr = (MeshRenderer)cloneBlock.GetComponent(typeof(MeshRenderer)) as MeshRenderer;

and once I added the following line:

Mesh mesh = mf.mesh;

I only see the correct mesh name ( “block0”) appears in the Mesh Filter panel, but the mesh is not visible. Why? Perhaps I am not assigning mf.mesh correctly. Is there a new way to assign existing mesh to a mesh filter? and how do I invoke the mesh renderer? What am I missing?

Really appreciate if someone can help on this urgent matter.

Thank you

hg111

509493--18117--$Screen shot 2011-02-25 at 1.20.39 PM.png
509493--18118--$Screen shot 2011-02-25 at 1.23.19 PM.png

Also, I noticed now that when I toggle the Mesh Renderer on or off, it has no effect…

Even not the “real” answer, what solved it here was to re-assign the missing meshes and textures in the prefabs… (I believe this has to do with upgrading a project to unity 3.2)