EasyLine – Spline Mesh Deformer with layer system


Deform complex meshes & nested prefabs in real-time. Full ProBuilder supports. Native Longitudinal Cut subdivisions (save up to 75% polygons).+script-preserving prefab instantiation. Auto-colliders!


by Rip Vertices Studio


Price History +

🛣️ **EasyLine — Spline Mesh Deformation & Prefab Placement**

Forget tedious manual object placement and complex workflows. **EasyLine** is a complete, artist-friendly spline toolkit that lets you draw paths directly on surfaces and watch your 3D models bend, tile, and connect in real-time.

Whether you're building winding mountain roads, industrial conveyor belts, roller coasters, sci-fi piping, or modular bridge structures, EasyLine handles the heavy math so you can focus on design.

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### 🎯 Why Choose EasyLine? (The Unique Advantages)

Most spline tools on the Asset Store either limit you to a single static mesh, destroy active scripts, or bloat your polygon budget. Here is why EasyLine stands out:

1. **New: Smart Slicing (Longitudinal Cut Subdivisions)** ✂️

* *The Problem in Other Tools*: Standard subdivisions subdivide diagonals and other axes, slicing vertical walls/pillars horizontally, causing massive polygon bloat and ugly lighting seams.

* *The EasyLine Solution*: Slices meshes *only* along the spline's forward axis using advanced perpendicular plane-slicing. Keep your vertical pillars and arches clean, scale-friendly, and save up to **75% of your polygon budget**!

2. **New: Native ProBuilder & Scene Object Drag-and-Drop** 🏗️

* *The Problem in Other Tools*: You have to export ProBuilder shapes to FBX assets, re-import them, and manually reassign materials before using them on a spline.

* *The EasyLine Solution*: Drag and drop ProBuilder shapes or *any* active scene GameObjects directly into the deformer. EasyLine instantly extracts the mesh and auto-synchronizes all materials.

3. **Nested Multi-Mesh Prefab Bending** 🧩

* *The Problem in Other Tools*: Most packages only deform a single `MeshFilter` or require you to combine meshes manually first.

* *The EasyLine Solution*: Recursively extracts, combines, and deforms complex prefabs with multiple nested sub-meshes and materials, maintaining correct winding orders and submesh mapping automatically.

4. **Hybrid Logic-Preserving Instantiation**

* *The Problem in Other Tools*: Instantiating prefabs along a curve either leaves them completely straight (no bending) or bakes them into static geometry—destroying active scripts, lights, and particle systems.

* *The EasyLine Solution*: Spawns functional prefabs (with gameplay logic, lights, VFX) and bends *only* their child visual meshes, keeping the root GameObject and C# scripts fully alive.

5. **Ultra-Optimized Mobile-Ready Conveyors (LUT)** ⚙️

* *The Problem in Other Tools*: Moving meshes along a spline at runtime causes massive GC allocation and CPU spikes.

* *The EasyLine Solution*: Uses pre-calculated Look-Up Tables (LUT) to perform zero-allocation vertex math, enabling hundreds of animated belts or tracks on mobile hardware.

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## 🛠 Key Features

### 🖌️ Draw, Don't Place

The **Draw Tool** lets you paint spline paths directly onto terrains and scene geometry in 3D space. Includes click-and-drag handles, smart spline continuation, and mid-segment point insertion (De Casteljau splitting).

### 🧩 Advanced Mixed Meshes Layer System

Create complex structures by sequencing different models on a single spline (e.g., Bridge -> Road -> Drain -> Bridge). Define per-element rules:

* **Stretch to Index Ends**: Perfectly fills a range of segments without stretching the rest of the spline.

* **Force Upright**: Keeps props (like lampposts or fence pillars) standing vertically on sloped tracks.

* **Rotation & Scale Constraints**: Lock Pitch/Yaw/Roll independently, or scale curves dynamically.

### 📐 Mathematically Perfect Connections

* **Chord Alignment**: Places non-deforming rigid meshes with mathematically optimal chord fitting to prevent gaps.

* **Post-Deformation Vertex Merge**: Welds boundaries of adjacent segments in deformed space, closing seams perfectly even on sharp curves.

* **Smooth Normals**: Automatically blends normal vectors across segment joints and loop seams.

### ⚡ Production-Ready Physics

* **Real-time MeshCollider Generation**: Throttled updates prevent editor lag.

* **Collider Simplification**: Distance-to-chord algorithms let you reduce collider polygon count.

* **Simplify Props as Boxes**: Automatically replaces decorative props with lightweight box colliders to maximize physics performance.

* **Static Collider Mode**: Freeze collider updates during conveyor animations to save runtime CPU overhead.

### 💾 Bake & Export

* **Bake to Prefab**: Generates standalone assets (mesh and collider) ready for production builds.

* **Export to OBJ**: Export deformed structures out of Unity to edit in Blender, Maya, or DCC tools.

👉 [EasyLine Official Documentation](https://sites.google.com/view/easyline-ripvertices/home?authuser=1)

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### 🛠 Technical Specifications & Troubleshooting

* **Forward Axis**: If your mesh faces sideways, change the local `Forward Axis` (X, Y, or Z) in the inspector.

* **Vertex Merging**: Enable `Post-Deformation Vertex Merge` to weld seams on continuous objects like hoses or pipes.

* **Point-Based Banking**: Select an anchor point and use the **Roll Angle** slider to create tilted race tracks or rollercoaster loops.

* **Performance**: For very complex scenes, use **Static Colliders** and ensure **Auto Live** is only on when editing.


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3ClickInterior

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Quick Destruction

Turn existing static meshes into production-ready destructibles without authoring inner geometry, manually unwrapping cut-surface UVs, or creating a dedicated interior material.

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FurBrush

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PhysioBrush

PhysioBrush is the ultimate secondary motion tool for Unity. Intuitive vertex painting workflow. Add hair,First release tail, and jiggle physics to any character.

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EasyLine

Deform complex meshes & nested prefabs in real-time. Full ProBuilder supports. Native Longitudinal Cut subdivisions

LINK