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.