Mesh Filter was destoyed in SpriteManager2

Hi,

I have problem with MeshFilter. I use SM2 and during the game, when I move a sprite from another scene to another (I use ‘dont destroy on load’.), his MeshFilter is destroyed. I don’t know why. Is MeshFilter written in a scene in which the sprite was created? How can this be resolved?

procedural data can NOT be transfered from scene to scene, so if you create a mesh on the fly like SM2 you must recreate it in each scene again or it will no longer exist in the next scene (same goes for textures that were created with create texture and potentially modified)