Created
May 27, 2023 12:31
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Unity ExportMeshToOBJ
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| // https://forum.unity.com/threads/export-unity-mesh-to-obj-or-fbx-format.222690/#post-9041305 | |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| using System.IO; | |
| using System.Text; | |
| public class ExportMeshToOBJ : ScriptableObject | |
| { | |
| [MenuItem("GameObject/Export to OBJ")] | |
| static void ExportToOBJ() | |
| { | |
| GameObject obj = Selection.activeObject as GameObject; | |
| if (obj == null) | |
| { | |
| Debug.Log("No object selected."); | |
| return; | |
| } | |
| MeshFilter meshFilter = obj.GetComponent<MeshFilter>(); | |
| if (meshFilter == null) | |
| { | |
| Debug.Log("No mesh found in selected GameObject."); | |
| return; | |
| } | |
| string path = EditorUtility.SaveFilePanel("Export OBJ", "", obj.name, "obj"); | |
| Mesh mesh = meshFilter.sharedMesh; | |
| StringBuilder sb = new StringBuilder(); | |
| foreach(Vector3 v in mesh.vertices) | |
| { | |
| sb.Append(string.Format("v {0} {1} {2}\n", v.x, v.y, v.z)); | |
| } | |
| foreach(Vector3 v in mesh.normals) | |
| { | |
| sb.Append(string.Format("vn {0} {1} {2}\n", v.x, v.y, v.z)); | |
| } | |
| for (int material=0; material < mesh.subMeshCount; material++) | |
| { | |
| sb.Append(string.Format("\ng {0}\n", obj.name)); | |
| int[] triangles = mesh.GetTriangles(material); | |
| for (int i = 0; i < triangles.Length; i += 3) | |
| { | |
| sb.Append(string.Format("f {0}/{0} {1}/{1} {2}/{2}\n", | |
| triangles[i] + 1, | |
| triangles[i + 1] + 1, | |
| triangles[i + 2] + 1)); | |
| } | |
| } | |
| StreamWriter writer = new StreamWriter(path); | |
| writer.Write(sb.ToString()); | |
| writer.Close(); | |
| } | |
| } |
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