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.


  • VMesh[] - array of VMeshes
  • Spots - spots to use for placement

If enabled, meshes will be combined into a single mesh. Additional meshes are created if VertexCount exceeds 65k.

Group Meshes

Only if spots provided

If enabled, meshes will be combined by their VMesh index

Add Normals

Whether normals should be calculated:

  • Yes - always calculate normals
  • No - never calculate normals
  • Auto - calculate normals only if the input VMeshes don't provide them
Add Tangents

Whether tangents should be calculated:

  • Yes - always calculate tangents
  • No - never calculate tangents
  • Auto - calculate tangents only if the input VMeshes don't provide them
Add UV2

If enabled, lightmap UV's will be created

Make Static

If enabled, meshes will have the 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.

The layer to use

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.

Defines the collider type to be added to the created meshes:


Mesh Collider only

Whether a convex MeshCollider should be created

Auto Update Colliders

If enabled, MeshColliders will automatically update if the mesh changes


The physics material to assign to the MeshCollider

Save To Scene

Creates an individual GameObject containing the mesh(es), thus detaching the managed resources from the generator.

Once you created a detached GameObject holding all meshes, you can easily prefab them by dragging the GameObject to the project window!
Save Mesh Asset(s)

Create individual mesh assets for all meshes