# Use Meshes in the Editor

This page provides a method of saving a mesh as a file and using it in the Unity Editor.

When working on a depth-mesh-based feature, it can be time-consuming to deploy to the device every time you try or change something. For this reason, the NRSDK offers a rudimentary system to save meshes as files on the device and reuse them in the editor for better debugging.

## Save Mesh Files

The demo scene mesh contains a UI button Save Mesh which can save the current mesh data into .obj files in the device's file system.

![](https://content.gitbook.com/content/yXoV7SMVFQhr75lOIoQv/blobs/1nTcfBhJahMmMHZRm4mD/image.png)

Every push of the button creates a new folder of mesh obj. It is a good idea to save multiple meshes as you scan around if you want to reproduce mesh updates in the Unity Editor.

You will find the files under *`Android/data/package_name/files/MeshSave/`.* Save them into your assets.

![](https://content.gitbook.com/content/yXoV7SMVFQhr75lOIoQv/blobs/gBn3p4ygIDp2M1V9lVDw/image.png)

## Import Meshes into Unity

In your Unity scene hierarchy, create an empty `GameObject` called “Meshes”. The goal of that object will be to load saved meshes in the editor and test mesh-related logic without deploying to a device.

Then copy/paste the mesh files to a folder in the scene’s file hierarchy.

Drag the mesh obj to the Meshes directory

<figure><img src="https://content.gitbook.com/content/yXoV7SMVFQhr75lOIoQv/blobs/CQ6iaXj1tUpkR9Uqu1Xk/image.png" alt=""><figcaption></figcaption></figure>
