- Bake/Freeze transform (correct scale, rotation, origin on imported models)
- Visualize normals, tangents, face normals and bones
- Generate a UV image
- Split vertices
- Flip face normals
- Label vertices and faces
- Select and move vertices, faces and edges
- Save meshes as assets
How To Use Mesh MasterAdd a Mesh Master component to any game object that has a MeshFilter, MeshRenderer or a SkinnedMeshRenderer component attached. Component -> Mesh -> Mesh Master
Show Normals, Tangents, Face Normals or BonesDisplays rays on the screen to show selected channels. Use ray size to control the length of the rays.
Save Mesh As AssetAllows you to save a copy of the mesh as an asset in the project. You may want to do this if a mesh is shared. The Renderer on this game object will be updated to use the new mesh.
Generate UV ImageGenerates a texture in the project with the UV layout for channel UV or UV2.
Bake TransformNot an undoable operation Often when importing a model the scale or rotation are wrong or the origin is in the wrong place. Bake Transform fixes this by moving the vertices of the mesh so that it will appear exactly as it is in the scene view when position = 0,0,0 rotation = 0,0,0 and scale = 1,1,1. Note that 0,0,0 will become the origin (pivot) of the mesh.
Unwrap UVsNot an undoable operation Generates new UVs and overwrites the UV or UV2 channel.
- UVs are for materials
- UV2s are needed for lightmapping
This feature uses the Unwrapping class in the Unity API.
Recalculate NormalsNot an undoable operation
Regenerates vertex normals for all the vertices in the mesh.