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Change Mesh On The Fly #58
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Thanks, I will test that! I had found a dirty solution: remove the ElasticDeformable & create a new one :") I know it's sad... but I had to find something :') I will try that. I suggest to add an Utility function for the future :) |
Hmmm I an unable to reproduce this behavior on my end. Do you mind sharing a repro project, or the exact Unity/Deform version + some code I can run that should cause the error? |
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Hello. I have a Build() process in my project where I need at one point, to change the current Mesh of the GameObject (and theire is an ElasticDeformable on it. How do I do it correctly without breaking everything ?
`
Deformable deformable = gameObject.GetComponent();
`
And it work, but then I have a lot of errors: "A Native Collection has not been disposed, resulting in a memory leak. Enable Full StackTraces to get more details."
It seems to work thought, but I don't like those errors :/
My Goal is to "Reset" the ElasticDeformable, then Change the Mesh of the MeshFilter, and then "Enable" Again the ElasticDeformable. One note thought: Doing so while enabling/Disabling the ElasticDeformable Component doesn't seams to work.
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