I have a scriptable asset containing a fxbModel on a GameObject variable and with it i'am doing this:
model = Instantiate(caAsset.model, origin);
fbxComponents.All(fbxComponent => fbxComponent.gameObject.AddComponent<MeshCollider>());
Is the asset loaded from Ressources, everything works well.*
But is the asset from a AssetBundle** the following error occurs.
CollisionMeshData couldn't be created because the mesh has been marked as non-accessible.
Mesh asset path "" Mesh name "Flanschdeckel_low"
UnityEngine.GameObject:AddComponent()
(*)
MyScriptableAsset caAsset = Resources.Load(scriptableObjectName);
(**)
MyScriptableAsset caAsset = bundle.LoadAsset<MyScriptableAsset>(scriptableObjectName);