

I created a 10x10x10 cube in blender with UV coordinates, and exported this as an. I've done a bit more testing to try to narrow down the problem. The version of Polybrush we have installed is 0.9.13b0. The version of Unity we're using is 2017.3.1f1. We don't have any other plugins installed. If I import a mesh I've created in Blender, add that to the scene, then add the Polybrush/Standard_Texture_Blend material to it, I don't get any "Save to Asset" button in the Mesh Filter component, so I'm unable to make a prefab with blended textures that I can then reuse in the scene.

With a bit more testing, if I create a new model in the scene, then add a Polybrush/Standard_Texture_Blend material I've created to the model, I see the "Save to Asset" button in the Mesh Filter component in the Inspector (so I'm looking in the right place). Would it be possible to describe a bit more precisely where I should be looking for the "Save to Asset" button? I'm selecting my object in the Scene view, looking in Inspector at the Mesh Filter section, and all I see is the mesh name, Instance ID and Local Identifier In File values. I am quite new to Unity, so maybe I'm just looking in the wrong place, or misunderstanding something. The fix described above seems to be exactly what I need, unfortunately I cannot for the life of me find the "Save to Asset" button in the MeshFilter component mentioned in the documentation, and described above as the fix.

When I paint textures on an object in the scene, then drag to my prefabs folder, I lose the data that I've painted onto the object (the 'Z_Additional Vertex Streams' field changes to 'None (mesh)') so cannot reuse it as a prefab with the same texture painting applied on new instances. Hi, I'm just trying out Polybrush this morning, and came across a similar problem as the original poster.
