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Saving sub-assets imported using custom ScriptedImporter

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I'm having a bit of trouble trying to figure out how, if it is indeed at all possible, to persist changes made to sub-assets imported using a custom importer.

My setup is roughly as follows; I have written a ScriptedImporter to import a custom 3D model format. It supports geometry, a collection of animation data and different materials and textures. I'm importing this as a single asset with the Mesh, Texture and Material data (standard Unity assets) and the...

Saving sub-assets imported using custom ScriptedImporter

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