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Unity Editor tool that can decombine meshes.

License: GNU General Public License v3.0

C# 100.00%

unity-meshdecombiner's Introduction

logo

An easy way to separate combined meshes in Unity.

Installation

  1. Download this repo as a zip
  2. Copy the Decombiner folder into your Unity project

Usage

  1. Open the Decombiner window with [Toolbar]/Window/Decombiner
  2. Set the options
  3. Press the Decombine button

Options

  • 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.

Credits

unity-meshdecombiner's People

Contributors

trevtv avatar

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