Um... I don't know what this error is about...

Okay, I am modifying the Unify wiki ObjExporter script to run in javascript and to export a group of objects inside a empty gameobject but I get this error:

This is my code:

 //Badly converted from C# by medsouz
var item : GameObject;

function MeshToString(Thingy) {
		var sb = "#Exported from medLAB\n";
		for(var Child : GameObject in Thingy){
        m = Child.GetComponent(MeshFilter).mesh;
        mats = Child.GetComponent(MeshFilter).renderer.sharedMaterials;
        sb = sb + ("g ")+(Child.name)+("\n");
        for(var v in m.vertices) {
            sb = sb + (String.Format("v {0} {1} {2}\n",v.x,v.y,v.z));
        }
        sb = sb + ("\n");
        for(var v in m.normals) {
            sb = sb + (String.Format("vn {0} {1} {2}\n",v.x,v.y,v.z));
        }
        sb = sb + ("\n");
        for(var v in m.uv) {
            sb = sb + (String.Format("vt {0} {1}\n",v.x,v.y));
        }
        for (material=0; material < m.subMeshCount; material ++) {
            sb = sb + ("\n");
            sb = sb + ("usemtl ")+(mats[material].name)+("\n");
            sb = sb + ("usemap ")+(mats[material].name)+("\n");
                
            triangles = m.GetTriangles(material);
            for (i=0;i<triangles.Length;i+=3) {
                sb = sb + (String.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\n", 
                    triangles[i]+1, triangles[i+1]+1, triangles[i+2]+1));
            }
        }
		}
        return sb.ToString();
    }
	
	print(MeshToString(item));

Please help. :frowning:

Also, feel free to use this code but give me credit! :evil:

I figured it out, here is the new code:

 //Badly converted from C# by medsouz
var item : Transform;

function MeshToString(Thingy : Transform) {
		var sb = "#Exported from medLAB\n";
		for(var Child : Transform in Thingy){
        m = Child.gameObject.GetComponent(MeshFilter).mesh;
        mats = Child.gameObject.GetComponent(MeshFilter).renderer.sharedMaterials;
        sb = sb + ("g ")+(Child.name)+("\n");
        for(var v in m.vertices) {
            sb = sb + (String.Format("v {0} {1} {2}\n",v.x,v.y,v.z));
        }
        sb = sb + ("\n");
        for(var v in m.normals) {
            sb = sb + (String.Format("vn {0} {1} {2}\n",v.x,v.y,v.z));
        }
        sb = sb + ("\n");
        for(var v in m.uv) {
            sb = sb + (String.Format("vt {0} {1}\n",v.x,v.y));
        }
        for (material=0; material < m.subMeshCount; material ++) {
            sb = sb + ("\n");
            sb = sb + ("usemtl ")+(mats[material].name)+("\n");
            sb = sb + ("usemap ")+(mats[material].name)+("\n");
                
            triangles = m.GetTriangles(material);
            for (i=0;i<triangles.Length;i+=3) {
                sb = sb + (String.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\n", 
                    triangles[i]+1, triangles[i+1]+1, triangles[i+2]+1));
            }
        }
		}
        return sb.ToString();
    }
	
	print(MeshToString(item));

I used transforms this time instead of gameobjects and just retreived the gameobject from the transform. :smile: