Spline Mesher originally released in March 2024 on the Unity Asset Store.
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 redesign 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 (x50 faster) |
| Multi materials | Single Material Only | Limited | Full Support |
| Shapes | Basic | Any | Any + Procedural + Fill |
| Auto-stretching | ❌ | ✅ | ✅ |
| Prefab caps | ❌ | ✅ | ✅ |
| 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
- Party lights
- Tentacle
- Conveyor belt
- Tire track
- 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 ↩︎
