using UnityEngine; using UnityEditor; using System; [CustomEditor(typeof(RoadBuilder))] public class RoadBuilderEditor : Editor { public override void OnInspectorGUI() { DrawDefaultInspector(); RoadBuilder roadBuilder = (RoadBuilder)target; if (GUILayout.Button("Save Mesh") && roadBuilder.createdRoad != null) { MeshFilter mf = roadBuilder.createdRoad.GetComponent(); AssetDatabase.CreateAsset(mf.mesh, roadBuilder.savePath); } } }