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.

Name Type Description
VMesh[] Array of VMesh The mesh data to turn into Unity meshes
Spots Spots (Optional) Placement spots; when connected, one mesh is created per spot

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.

This operation is Editor-only (not available in builds) and is CPU intensive.

Group Meshes

(Requires the Combine setting and the Spots input)

When enabled, only meshes sharing the same VMesh index are combined together.

Meshes from the Deform Mesh module do not share indices and will not be grouped.

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.

In Play Mode with Make Static enabled, mesh generation is paused to avoid overriding Unity's static mesh optimizations.

Layer

The layer assigned to the generated GameObjects.

Tag

The tag assigned to the generated GameObjects.

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.

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.

This setting can heavily impact performance. See Allow Parallel Mesh Baking for details.

Material

The physics material assigned to the MeshCollider.

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).

Due to a Unity change, meshes saved this way may appear as null when the object is made into a prefab. Use Save To Both instead to avoid this.

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.