Mesh Former


MeshFormer is a powerful Unity tool designed for real-time mesh deformation (sculpting) and texture painting, both in the Unity Editor and at Runtime. Also brings a Wireframe Shader!


by HK Productions - SingleVerse Games


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Installation

  • Drag the MeshFormer.cs script onto any GameObject with a MeshFilter or SkinnedMeshRenderer (or a parent of these).
  • The required components ( MeshCollider , Subdivide , Wireframe ) will be added automatically.

🛠 Editor Usage

In the Inspector, you will find three main modes:

1. Off Mode Standard state. No mesh manipulation is active.

2. Sculpt Mode Allows you to deform the mesh using a brush.

  • Left Click: Deform the mesh along the vertex normals.
  • Invert Deform: Pulls vertices inward instead of outward.
  • Smooth Mode: Evens out vertex positions to create a smoother surface.
  • Brush Settings: Adjust Radius (size) and Strength (intensity) of the deformation.
  • Wireframe Settings: Toggle the wireframe overlay or the base mesh visibility to see your changes clearly.

3. Paint Mode Allows direct painting onto the object's texture.

  • Left Click & Drag: Paint on the texture using the selected Paint Color.
  • Texture Size: Define the resolution for new textures (e.g., 1024, 2048).
  • Create New Texture: Generates a blank canvas if no texture exists.
  • Subdivide Plus: Increases the number of triangles for higher detail.
  • Subdivide Minus: Reverts to the previous subdivision level. Saving
  • Save Mesh: Saves the deformed mesh as a .asset file in your project.
  • Save Texture: Saves the painted texture as a .png file.

🎮 Runtime Usage

  • Use the MeshFormerRuntimeManager component to enable sculpting and painting during gameplay.
  • Place the MeshFormerRuntimeManager on a GameObject in your scene.
  • It will automatically create, detect and manage MeshFormer components on its children.
  • It provides an OrbitCamera for easy navigation.