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Mesh Former preview
Unity

Mesh Former

By HK Productions - SingleVerse Games

Current price
$40
Lowest recorded
$40
1 likes
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Price history

Lowest recorded standalone price: $40. Recorded observations span to . This is our available history, not a guaranteed all-time low. Bundle package prices are separate.

Recorded prices for Mesh Former Price history over the last three months. The solid stepped line shows standalone prices, including inferred periods. Blue lines with diamond markers show bundle package prices. Offer details follow the graph. $0.00 $20.00 $40.00 Aug 8, 2026 Nov 8, 2026
Standalone price

Last three months, in USD. Bundle prices cover the whole package.

About Mesh Former

  • Tools, Systems & Learning > Development Tools & Automation
  • Art & Visuals > Textures & Materials
Installation
• Drag the MeshFormer.cs script onto any GameObject with a MeshFilter or SkinnedMeshRenderer (or a parent of these).
• The required components (MeshCollider, Subdivide, Wireframe) will be added automatically.

Editor Usage
In the Inspector, you will find three main modes:
1. Off Mode Standard state. No mesh manipulation is active.
2. Sculpt Mode Allows you to deform the mesh using a brush.
• Left Click: Deform the mesh along the vertex normals.
• Invert Deform: Pulls vertices inward instead of outward.
• Smooth Mode: Evens out vertex positions to create a smoother surface.
• Brush Settings: Adjust Radius (size) and Strength (intensity) of the deformation.
• Wireframe Settings: Toggle the wireframe overlay or the base mesh visibility to see your changes clearly.
3. Paint Mode Allows direct painting onto the object's texture.
• Left Click & Drag: Paint on the texture using the selected Paint Color.
• Texture Size: Define the resolution for new textures (e.g., 1024, 2048).
• Create New Texture: Generates a blank canvas if no texture exists.
• Subdivide Plus: Increases the number of triangles for higher detail.
• Subdivide Minus: Reverts to the previous subdivision level. Saving
• Save Mesh: Saves the deformed mesh as a .asset file in your project.
• Save Texture: Saves the painted texture as a .png file.

Runtime Usage
• Use the MeshFormerRuntimeManager component to enable sculpting and painting during gameplay.
• Place the MeshFormerRuntimeManager on a GameObject in your scene.
• It will automatically create, detect and manage MeshFormer components on its children.
• It provides an OrbitCamera for easy navigation.

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