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Unfortunately, SpriteAssist was never intended to be used during runtime, but it wouldn't be hard to add the functionality - it would just be a matter of extracting the Sprite's Mesh and rendering it with a MeshRenderer. I'd love to make something like this someday, but I don't have a lot of time to work on it.
Hello,
I saw there are many editor functions like
PrefabUtil.CreateMeshPrefab
used to create meshes.I wonder if it's possible to generate and use meshes at runtime.
Thanks
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