~~NOTOC~~
~~Title: LoadMesh ~~
**Description:**\\
Loads a Wavefront .obj mesh file from the mod's assets and returns it as a Mesh.
Note: Flat file/on disk assets always overwrite packed assets.
**Added In:** v0.50
====== Function ======
public static Mesh LoadMesh(string file, bool shared = false)
//file: File in mod's Asset folder. Should not include Assets\MyModName in file.
//Packed Mods: Assets\MyModName\MyMesh.obj
//Unpacked Mods: ...\Mods\Assets\MyModName\MyMesh.obj
//shared set to true: Get the asset from \Mods\Assets\Shared\ instead.
----
\\
====== Usage ======
Mesh myMesh1 = UMFAsset.LoadMesh("MyMesh.obj");
//Loads from \Mods\Assets\MyModName\MyMesh.obj or from packed Assets\MyModName\MyMesh.obj
Mesh myMesh2 = UMFAsset.LoadMesh("MyMesh.obj", true);
//Loads from \Mods\Assets\Shared\MyMesh.obj
Mesh myMesh3 = UMFAsset.LoadMesh(Path.Combine("MySubFolder", "MyMesh.obj"));
//Loads from \Mods\Assets\MyModName\MySubFolder\MyMesh.obj or from packed Assets\MyModName\MySubFolder\MyMesh.obj
----
\\
====== Examples ======
using UModFramework.API;
namespace MyModName
{
[UMFScript]
class MyModName : MonoBehaviour
{
private const string myMeshFile = "MyMesh.obj";
internal static Mesh myMesh = null;
internal static void Log(string text, bool clean = false)
{
using (UMFLog log = new UMFLog()) log.Log(text, clean);
}
void Awake()
{
myMesh = UMFAsset.LoadMesh(myMeshFile);
if (myMesh == null)
{
Log("Error: Failed to load the texture.");
//Do something about the error
}
//At this point you can use MyModName.myMesh anywhere in your code to replace or set the Mesh of a GameObject.
}
}
}
----