An easy way to separate combined meshes in Unity.
- Download this repo as a zip
- Copy the
Decombiner
folder into your Unity project
- Open the Decombiner window with
[Toolbar]/Window/Decombiner
- Set the options
- Press the Decombine button
- Export Directory
[String]
- Where the exported sub-meshes are stored
- Meshes are formatted as
<ExportDirectory>/<CombinedMeshName>/sub_<index>.asset
.
- Reset Pivot
[Bool]
- Centers the pivot of decombined meshes, if disabled the meshes have a pivot set to 0,0,0.
[WARNING]
: Pivoting meshes sometimes causes major position offsets.
- Reset Scale
[Bool]
- Resets the scale of the decombined renderer which fixes position offset issues, though can mess up other things.
[WARNING]
: Disabling this option can lead to position offsets in the final decombined mesh.
- Fix Colliders
[Bool, Requires Reset Scale to be Enabled]
- Moves colliders on the root object to a child object with a corrected scale value to fix issues from Reset Scale.
[WARNING]
: Disabling this option can lead to incorrectly sized colliders in the final decombined mesh if they exist.
- Fix Children
[Bool, Requires Reset Scale to be Enabled]
- Corrects an object's children when resetting the parent's scale.
[WARNING]
: Disabling this option can lead to incorrectly sized children.
- Set Meshes Static
[Bool]
- Sets the final decombined meshes to static.
- Combined Renderer Action
[Enum]
- What happens to the original combined mesh renderer when the decombined mesh is finalized.
Ignore (stay enabled)
,Disable
,Destroy
- Log Actions
[Bool]
- Logs information between decombining actions.