Spline Mesher Standard vs Pro

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 StandardPro
OutputCombined meshesCombined meshesSegmented meshes1
PerformanceMain thread onlyMain thread onlyMulti-threaded Jobs (x27 faster)
Multi materialsSingle Material OnlyLimitedFull Support
ShapesBasicAnyAny + 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.
  1. Great for long spline meshes, greatly improves the culling, rendering & physics performance ↩︎