12_Train, 21_CGExtrusion, 23_CGTube.
Takes one or more VMeshes and creates Unity meshes from them. If no Spots input is connected, all meshes are created at the generator's origin. If Spots are connected, meshes are instantiated at each spot's position.
Basic mesh creation options.
When enabled, all input meshes are merged into a single Unity mesh.
(Requires the Combine setting)
When combining meshes, UV2 coordinates are kept as-is by default. Enable this to recompute them by unwrapping the combined mesh.
(Requires the Combine setting and the Spots input)
When enabled, only meshes sharing the same VMesh index are combined together.
When enabled, normals are included in the generated mesh.
When enabled, tangents are included in the generated mesh.
When enabled, generated GameObjects are flagged as Static.
The layer assigned to the generated GameObjects.
The tag assigned to the generated GameObjects.
Options matching Unity's MeshRenderer component. All standard MeshRenderer settings are available, plus:
When set to false, the mesh is created without an enabled renderer. Useful when generating a mesh for collision purposes only, with no visual output needed.
Defines the type of collider added to each generated mesh.
(Mesh Collider only)
Creates a convex MeshCollider instead of a concave one.
When enabled, the collider is treated as a trigger (no physics response, events only).
When enabled, MeshColliders automatically refresh when the mesh changes.
Options used during collider mesh baking.
The physics material assigned to the MeshCollider.
Options for saving generated meshes outside the generator for use in prefabs or asset workflows.
Creates a GameObject outside the generator hierarchy containing a copy of the generated mesh(es).
Saves a copy of the generated mesh(es) as project asset files.
Saves mesh(es) as assets, then creates a GameObject referencing those assets. The resulting GameObject can safely be turned into a prefab.