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.
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.
• 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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