Pro Version preview
1.Spline Mesher
Thank you for licensing Spline Mesher Standard!
This asset has reached feature completion. It remains supported and is subject to bug fixes.
Over time, feature requests and long-term plans began to require architectural changes that weren’t feasible to implement cleanly within the original codebase. Rather than layering major structural changes onto an established and stable system, I chose to rebuild it from the ground up with a new architecture designed for DOTS.
That redesign became Spline Mesher Pro.
This does not mean this version is obsolete or broken. It remains stable, mature, and fully functional. If it meets your project’s needs, you can continue using it with confidence 😉
Spline Mesher Pro exists to support a different technical direction and enable more advanced workflows that simply weren’t possible within the original design.
Support and access to feature requests can be found on the Discord server
Known issues
- Using a Box-type collider, with subdivisions, and increasing the “Spacing” parameter results in the visual- and collision mesh being offset.
- Using multiple splines within one container, and a source mesh with +1 material, results in it being invisible for the 2nd+ spline (limitation of MeshCombine)
- Adopting the Job system, for increased performance for complex/long meshes, is currently not possible unfortunately. Namely due to 2 Unity API’s not being Job-friendly but vital and need to be reconstructed fully.
Potential improvements
- “Scale to Fit” option. In the case where X number of meshes can’t exactly fit along the length of the spline, this option can scale them so that everything fits exactly.
- Option to specify the number of meshes. Currently, this is auto-calculated so that the entire spline is populated, but it may be desired to repeat and stretch a mesh X number of times along the spline.
- Caps. Allows attaching a prefab to the start/end of the Spline
See also
A 20% discount is available for Spline Mesher users.
