Procedural Mesh not showing after publishing.

Hello all,
I’ve been working on creating meshes from scratch in Unity 3.0. Everything seemed to be working wonderfully
until I exported my project for the web and for Windows stand-alone. When I open them, there is nothing there.
At all. Well, the terrain is there, the lights, etc. But, the mesh I created didn’t seem to make it…

I have no clue what’s going on. Has anyone experienced this? And if so, how did you fix it?
It’s driving me up a wall and I know it must be something simple. :shock:

It renders fine in game-view in the editor. This only happens when I publish my project out to web or exe.

Thanks in advance for any info.
Take care.

Hm, I’ve never had any problems with procedurally generated meshes in builds. Are you sure you have the right scenes in your build settings?

Are the quality settings different for the editor than for standalone or web? (Just a stab in the dark…)

Procedural meshes are just that, procedural. they have no permanent form unless you serialize them in some form (storing on a monobehaviour or scriptable object and then marking them as dirty through the EditorUtility and alike)

Procedural meshes you created on the fly commonly cease to exist on levelload etc

The only thing I can think of is that you’re using Shader.Find for the mesh, which will fail in a build if the shader isn’t explicitly included.

–Eric

Good point on the shader, didn’t think about that. Dropping it into the Resources folder is enough there, isn’t it?

Sorry for the late reply.

That’s exactly what I have in my code: Shader.Find().
I will try putting the shader in the Resources folder and see what happens.

Thanks very much. I hope it works!
Take care and thanks for the replies.

That was it.
I just made a “Resources” folder in my project and published again.
That did it! I don’t know how I missed that in the Docs. Duh~
Thanks for the help.