Create Mesh
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.
Slots
Inputs
Settings
General
Basic mesh creation options.
Combine
When enabled, all input meshes are merged into a single Unity mesh.
Unwrap UV2
(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.
Group Meshes
(Requires the Combine setting and the Spots input)
When enabled, only meshes sharing the same VMesh index are combined together.
Include Normals
When enabled, normals are included in the generated mesh.
Include Tangents
When enabled, tangents are included in the generated mesh.
Make Static
When enabled, generated GameObjects are flagged as Static.
Layer
The layer assigned to the generated GameObjects.
Tag
The tag assigned to the generated GameObjects.
Renderer
Options matching Unity's MeshRenderer component. All standard MeshRenderer settings are available, plus:
Renderer Enabled
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.
Collider
Defines the type of collider added to each generated mesh.
Convex
(Mesh Collider only)
Creates a convex MeshCollider instead of a concave one.
Trigger
When enabled, the collider is treated as a trigger (no physics response, events only).
Auto Update Colliders
When enabled, MeshColliders automatically refresh when the mesh changes.
Cooking Options
Options used during collider mesh baking.
Material
The physics material assigned to the MeshCollider.
Export
Options for saving generated meshes outside the generator for use in prefabs or asset workflows.
Save To Scene
Creates a GameObject outside the generator hierarchy containing a copy of the generated mesh(es).
Save To Assets
Saves a copy of the generated mesh(es) as project asset files.
Save To Both
Saves mesh(es) as assets, then creates a GameObject referencing those assets. The resulting GameObject can safely be turned into a prefab.