Hey Uniters,
I have some meshes that I save as AssetBundles separately.
When I load these AssetBundles and call mesh.GetTriangleStrip I get the following error:
“Failed getting triangle strip, triangle indices are not stripified. use Optimize to stripify them.”
When I call mesh.Optimize after loading and before calling mesh.GetTriangleStrip everything works fine.
But what’s wrong with the Mesh of the AssetBundle? I mean, the Mesh is imported by Unity and so should be optimized. Does creating an AssetBundle destroy these optimizations somehow?
Again my working steps in short:
- import .fbx
- create AssetBundle with .fbx as main asset
ingame:
- load AssetBundle
- calling mesh.GetTriangleStrip without success
Any ideas what’s wrong?