Hi, I am trying to understand how is unity generating game object childs
Inside a .meta file of an asset (e.g. myfile.obj.meta) I can find several patterns for fileIDToRecycleName
e.g.
100000: Terrain_Proto
100002: //RootNode
400000: Terrain_Proto
400002: //RootNode
2300000: Terrain_Proto
3300000: Terrain_Proto
4300000: Terrain_Proto
6400000: Terrain_Proto
or in another case
100000: //RootNode
100002: default
100004: default_MeshPart0
100006: default_MeshPart1
100008: default_MeshPart10
100010: default_MeshPart11
100012: default_MeshPart12
100014: default_MeshPart2
100016: default_MeshPart3
100018: default_MeshPart4
100020: default_MeshPart5
100022: default_MeshPart6
100024: default_MeshPart7
100026: default_MeshPart8
100028: default_MeshPart9
400000: //RootNode
400002: default
400004: default_MeshPart0
400006: default_MeshPart1
400008: default_MeshPart10
400010: default_MeshPart11
400012: default_MeshPart12
400014: default_MeshPart2
400016: default_MeshPart3
400018: default_MeshPart4
400020: default_MeshPart5
400022: default_MeshPart6
400024: default_MeshPart7
400026: default_MeshPart8
400028: default_MeshPart9
2300000: default_MeshPart0
2300002: default_MeshPart1
2300004: default_MeshPart10
2300006: default_MeshPart11
2300008: default_MeshPart12
My question is why sometimes the Rootnode has 100000 id and sometimes the Rootnode gets 100002 id.
What is the meaning of 100xxx ? (mesh?)
What is the meaning of 400xxx ? (collider?)
What is the meaning of 2300xxx ? ???
Thanks in advance,
jimver