Version 2.0 preview
1.Spline Mesher
Thank you for licensing Spline Mesher!
- Feedback and suggestions can be made in the forum thread: https://forum.unity.com/threads/1565389/
This asset is no longer under active development.
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 rewrite became Spline Mesher 2.
This does not mean this version is obsolete or broken. It remains stable, mature, and fully functional. Deprecated means just that, it won’t be removed or disabled. If it meets your project’s needs, you can continue using it with confidence.
Spline Mesher 2 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
Version 2.0 (nearing release)
Certain features are large in impact, and warrant considerable development. As such, they are in development for a Version 2 as a paid upgrade.
- Full conversion to using Jobs/Burst for greatly improved realtime performance (up to 1300%).
- Functionality to create a mesh from the spline’s closed curve (fill mesh).
- Output an individual mesh object, per spline. This helps to separate the output neatly. This also removes the need for mesh combining functionality.
- Output mesh splitting (max length). Allows the component to output multiple meshes, so that very long splines can be segmented. This is important for culling/rendering performance.
- Procedural input meshes (Cube, Tube & Plane) for quick prototyping.
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.
