Skip to content
Media 0 for listing Spline Mesher

Description

📄 Documentation | 🟣 Discord | 💬 Forum thread

A straightforward and powerful tool for spline-based mesh deforming. Essential for 3D world building. Built around Unity's native spline tool, making it intuitive to combine with other tools or gameplay logic.

> Provide the component with a spline and an input mesh, and it gets continuously repeated and deformed along its curve.

This tool makes it easy to achieve this right inside Unity, without needing to go back and forth between editor and external modeling software. Designed to be easy to use and not overly complex.

Build fences, pipes, paths, cables and much more!

🎁 MAJOR FREE UPDATE

Caps, attach any prefab to the start/end of the mesh

• Manual segment count control

• Stretch-to-fit functionality

• UV scale & offset control

• Rotation roll angle with per-point adjustments, twist a mesh around the spline

• Vertex color data over the spline, to drive shader-based effects

• Several UI and usability improvements

Updating to v1.2.0+ requires deleting the asset completely! It now imports as a package.

🔗 Features

• Creates one continuous object, no clutter of GameObjects

• Automatic box-shape collider generation

• Per-point Scale, Roll and Vertex Color controls

• Downward snapping/conforming to colliders

• Start & end prefab attachements

• Recalculated normals, ensuring correct lighting and shading

• Rebuild events exposed in the inspector, and through C#

Features a cleanly designed inspector UI, with tooltips and undo/redo support. Source code is commented.

✔️ Supports

• Runtime generation (no API calls required, simply alter the spline)

• Multiple materials (aka sub-meshes)

• Multiple splines within the same container

• Negative scaling (eg. guardrails mirrored on either side of a track)

• Lightmapping (UVs are auto-generated when needed before baking)

🚧 Limitations:

• Usage of created meshes in prefabs requires exporting them to an FBX file using the Unity's "FBX Exporter" package*. Because Unity strictly saves procedural meshes in the scene file.

• Constant regeneration of complex geometry every frame may be prone to performance issues (ie. animating splines)

• Does not support non-uniformly scaled spline containers

Included formats

  • logo of Unity format