Spline Mesher originally released in March 2024, a complete rework of a proprietary tool for Unity’s splines package.
Over its development, certain desired features came to light. Many of them were implemented through complementary updates. Yet the larger features, such a Job system usage and contour meshing, required substantial R&D and restructuring. These features were prototyped and eventually evolved into the rewrite that Spline Mesher Pro became.
Spline Mesher Pro does everything Standard does, but it should be considered a completely separate asset.
Comparison
| Spline Extrude | Standard | Pro | |
|---|---|---|---|
| Output | Combined meshes | Combined meshes | Segmented meshes1 |
| Performance | Main thread only | Main thread only | Multi-threaded Jobs (x27 faster) |
| Multi materials | Single Material Only | Limited | Full Support |
| Shapes | Basic | Any | Any + Procedural + Fill |
| Prefab caps | ❌ | ✅ | ✅ |
| Auto-stretching | ❌ | ✅ | ✅ |
| Lightmap support | ❌ | ✅ | ✅ |
| Roll control | ❌ | ✅ | ✅ |
| Scale editor | ❌ | ✅ | ✅ |
| Vertex color editor | ❌ | ✅ | ✅ |
| Collider conforming | ❌ | ✅ | ✅ |
| Events & callbacks | ❌ | ✅ | ✅ |
| Procedural input meshes | ❌ | ❌ | ✅ |
| Fill/contour mesh | ❌ | ❌ | ✅ |
| Rigidbody/Convex colliders | ❌ | ❌ | ✅ |
| Output splitting | ❌ | ❌ | ✅ |
| Collider/trigger events | ❌ | ❌ | ✅ |
| MeshLOD support | ❌ | ❌ | ✅ |
| Procedural vertex colors | ❌ | ❌ | ✅ |
Upgrading
Users who own a license to Spline Mesher Standard are offered a discounted upgrade to Pro.
Up-to-date discounts are available here.
Spline Mesher Pro contains a migration utility, that will allow you to convert Standard components into their Pro equivalent.
Detailed changes
- New demo content
* Wind tube
* Aurora borealis
* Street curbs
* Stylized lake - Rope bridge
- River
- Cliff faces
- Inspector enhancements:
* Buttons to toggle Wireframe and UV visualization
* Ability to drag & drop a material
* Triangle/vertex count display + memory size - Collider generation:
* Option to use an adjustable Cube/Cylinder/Plane mesh.
* Colliders can now have RigidBodies auto-attached and a separate layer
* Collision/Trigger events across the spline (C# or through the inspector) - Vertex colors:
* A base color can now be specified (overwriting the input mesh’s colors)
* A gradient can now be auto-generated along the start/end of the mesh (configurable length and falloff) - Input mesh can now be a configurable Cube, Tube or Plane mesh.
- Output mesh can now be split into segments of a maximum length.
- Support for MeshLOD in Unity 6.2. LODs can now be auto-generated when the scene saves (or manually through script)
- Conforming start/end falloff controls.
- Caps can now be aligned on specific axis.
Changed:
- Script namespace has changed to “sc.splinemesher.runtime”
- Spline Mesher component is now called “Spline Curve Mesher”
- A separate mesh/collider objects are now created per spline.
- Render- and Collision mesh are now created in parallel for far better performance.
- Lightmap UV generation behaviour can now be configured in a “Project Settings” section, so can be commited to source control
Removed:
- Conforming, “Terrains Only” option. No longer possible with Job system raycasting.
- Great for long spline meshes, greatly improves the culling, rendering & physics performance ↩︎
