{{description>Create Meshes from volumes. Combine, unwrap UV2 coordinates, add colliders & more for visually impressive game development.}} ======Create Mesh====== This module uses one or more [[..:datatypes#VMesh|VMeshes]] and create actual Unity meshes from it. Unless you link spots to this module, all meshes are being created. If you link the optional spots slot, meshes are created by iterating the spots provided. ===== Slots ===== === Input === * VMesh[] - array of VMeshes * Spots - spots to use for placement ===== Reference ===== ====General==== ==Combine== If enabled, meshes will be combined into a single mesh ==UnwrapUV2== //Only if Combine is true// This operation is Editor only (not available in builds) and CPU intensive When combining multiple meshes, the UV2s are by default kept as is. Use this option to recompute them by uwrapping the combined mesh ==Group Meshes== //Only if Combine is true and if Spots is provided// If enabled, only meshes sharing the same VMesh index will be combined together. Please keep in mind that meshes provided by the [[documentation:generator:modules:deformmesh|]] module do not share the same index ==Include Normals== Whether normals should be calculated ==Include Tangents== Whether tangents should be calculated ==Make Static== If enabled, meshes will have the [[http://docs.unity3d.com/Manual/StaticObjects.html|Static]] flag set. In Play Mode, and when Make Static is enabled, mesh generation is stopped to avoid overriding the optimizations Unity do to static game objects' meshs. ==Layer== The layer of the created game object ==Tag== The tag of the created game object ====Renderer==== Options are the same as Unity's MeshRenderer options, except for: ==Renderer Enabled== If set to false, the created mesh will not have a renderer enabled. Useful if you generate a mesh for collider purposes only. ====Collider==== Defines the collider type to be added to the created meshes: ==Convex== //Mesh Collider only// Whether a convex MeshCollider should be created ==Trigger== Is the collider a simple trigger ==Auto Update Colliders== If enabled, MeshColliders will automatically update if the mesh changes ==Cooking Options== This parameter can heavily impact performance. Please read [[documentation:performancetips#allow_parallel_mesh_baking|this]] to learn more Options used to enable or disable certain features in Collider mesh cooking. See Unity's [[https://docs.unity3d.com/2021.2/Documentation/ScriptReference/MeshColliderCookingOptions.html|MeshCollider.cookingOptions]] for more details ==Material== The physics material to assign to the MeshCollider ====Export==== ==Save To Scene== Creates a GameObject, outside of the generator, containing a copy of the generated mesh(es) Due to a change in Unity, creating prefabs from such objects (i.e which mesh is in the object, and not in a mesh asset) will yield a prefab with a null mesh. To fix this, please use the Save To Both button bellow ==Save To Assets== Saves a copy of the generated mesh(es) as Asset(s) ==Save To Both== Saves a copy of the generated mesh(es) as Asset(s), then creates a GameObject, outside of the generator, referencing those mesh assets. This way the created GameObject can be made part of a prefab without issues