Spline Mesher Documentation

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Spline Mesher - Standard
Version: 1.4.0
Review

3.1.Mesh preparation #

Any mesh you wish to deform along a spline needs to meet a few basic standards.

Orientation

Corners of the internet are riddled with discussions about whether the Y- or Z-axis is considered “up”.

Unity uses a left-handed coordinate system, so you are on team “Y”. This means that the Z-axis is considered the forward/back direction, the Y-axis up/down, and the X-axis right/left.

Basically, assets that are to be used in Unity already need to adhere to this standard. Using a child-object and rotating it -90 on the X-axis is considered bad practice, and does not work in the context of reading a mesh’s data in code.

DCC’s such as Blender and 3DSMax use a right-handed coordinate system (Z-axis up). They’ll have an incorrect orientation out-of-the-box.

Please refer to their manuals for correct export settings.

Topology

Because the mesh needs to be able to bend, it requires a topology that allows for this.

If it has long faces adding a few subdivions is sufficient.

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Last updated on August 12, 2024
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