# Objective
- Alternative to and closes#19545
- Resolves#9790 by providing an alternative
- `Mesh` is meant as format optimized for the renderer. There are no
guarantees about how it looks, and breaking changes are expected
- This makes it not feasible to implement `Reflect` for all its fields
or `Serialize` it.
- However, (de)serializing a mesh has an important use case: send a mesh
over BRP to another process, like an editor!
- In my case, I'm making a navmesh editor and need to copy the level
that is running in the game into the editor process
- Assets don't solve this because
- They don't work over BRP #19709 and
- The meshes may be procedural
- So, we need a way to (de)serialize a mesh for short-term
transmissions.
## Solution
- Like `SerializedAnimationGraph` before, let's make a `SerializedMesh`!
- This type's fields are all `private` because we want to keep the
internals of `Mesh` hidden, and exposing them
through this secondary struct would be counter-productive to that
- All this struct can do is be serialized, be deserialized, and be
converted to and from a mesh
- It's not a lossless transmission: the handle for morph targets is
ignored, and things like the render usages make no sense to be
transmitted imo
## Future Work
The same song and dance needs to happen for `Image`, but I can live with
completely white meshes for the moment lol
## Testing
- Added a simple test
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Co-authored-by: atlv <email@atlasdostal.com>