#if UNITY_EDITOR using UnityEditor; using UnityEngine; using System.IO; public class RamSaveMeshEditor : MonoBehaviour { [MenuItem("Tools/Nature Manufacture/Save Selected RAM Mesh")] public static void SaveSelectedMesh() { GameObject selected = Selection.activeGameObject; if (!selected) { Debug.LogWarning("Select a RAM spline GameObject with MeshFilter first."); return; } MeshFilter mf = selected.GetComponent(); if (!mf || !mf.sharedMesh) { Debug.LogWarning("Selected object doesn't have a valid mesh."); return; } Mesh meshToSave = Object.Instantiate(mf.sharedMesh); string path = "Assets/SavedRiverMesh_" + selected.name + ".asset"; AssetDatabase.CreateAsset(meshToSave, path); AssetDatabase.SaveAssets(); mf.sharedMesh = meshToSave; Debug.Log("Saved mesh to: " + path); } } #endif