Spline Mesher
Takes a mesh and repeats and deforms it along a spline. An essential tool for creating objects such as fences and paths.
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 along the spline.
Build fences, pipes, paths, cables and much more!
🗯This tool is under development, based on user feedback, and is offered at a reduced price.
🔗 Features
• Creates one continuous object, no clutter of GameObjects
• Automatic box-shape collider generation
• Recalculated normals, ensuring correct lighting
• Downward snapping to colliders
• Per-point scale adjustment
• Rebuild events exposed in the inspector, and through C#
Features a cleanly designed inspector UI, with tooltips and undo/redo support.
✔️ Supports
• Runtime generation (no API calls required, simply alter the spline)
• Multiple material support (aka sub-meshes)
• Multiple splines within the same container
• Negative scaling support (eg. guardrails mirrored on either side of a track)
🚧 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 scenes.
• Constant regeneration every frame may be prone to performance issues.
* Automatic FBX exporting is slated for implementation, currently it does not support collider exporting.
Technical details
Requires the Splines (v2.4.0+) package to be installed!
⚠️ Failing to do so before importing this asset results in demo scene data being lost.
📌 Input meshes are expected to be correctly exported for use in Unity (Z-forward, Y-up). This is reasonable to assume.
✔️ Designed for production and long-term use
• Correctly transforms geometry for the MeshFilter transform, the MeshFilter and Spline components can be entirely separate.
• Context menu on Mesh Filter components, to quickly convert a mesh into a spline mesh.
• Retains the original mesh's UV (channel 1 & 2) and vertex colors.
Note: Functionality such as random mesh selection, or scale/rotation is not implemented. Unity's "Spline Instantiate" component already facilitates procedural prefab spawning.