Create Mesh
This module uses one or more 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
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 Deform Mesh 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 Static flag set.
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
Options used to enable or disable certain features in Collider mesh cooking. See Unity's 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)
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