MeshKit - 3D Editing, Optimisation and Asset Management Plugin

Hi all,

I’d like to introduce MeshKit.

MeshKit is an integrated system for editing and optimising meshes, with a deep asset management back-end which cleans your unused assets and helps protect your meshes from accidental deletion - a common scenario for combining meshes or using prefabs with shared meshes. MeshKit also offers some handy tools to flip meshes, make them double-sided, or to dynamically rebuild them with or without tangents and normals on the fly - all without affecting the original meshes.

MeshKit also excels at combining 3D assets that were not even designed for games, offering a dedicated approach for dealing with Submeshes using powerful separation tools.

MeshKit offers all of its functionality in 3 ways - Editor Tools, Runtime Components and a fully accessible API.

Below are some videos that demonstrate how everything works and offers a glimpse of what is possible with the tool.

Thanks for your interest! :slight_smile:

  • Mel

2092346--136860--MeshKit_Icon.png

[ Cost and Release Date TBA Soon! ]

Editing Meshes

Mesh Optimization

Mesh Decimation (MeshKit v2.0)

Combine & Atlas SkinnedMeshRenderers (MeshKit v3.0)

Untiling, Combining & Atlasing (MeshKit v3.1)

1 Like

MeshKit is now live on the Unity Store and on my site! :slight_smile:

UNITY ASSET STORE:

MY SITE:
http://www.mel-georgiou.co.uk/downloads/meshkit-plugin-for-unity/

Looks quite powerful. Is it possible to separate meshes from a fbx import? btw noticed a type on the asset page ’
Seperation

Hi eco_bach,

Thanks for spotting the typo! :slight_smile:

If you’re trying to separate submeshes in the Editor (or at runtime) it shouldn’t matter what the source model is. As long as it has a MeshFilter component in Unity, FBX should be fine!

Hope that helps! :slight_smile:

  • Mel

Hi everyone,

Just to announce that MeshKit 1.1 is now available on the Asset Store and on my own site! :slight_smile:

It brings support for Unity 5.4 and Unity 4.7 as well as a new option to set the maximum vertex size for combined objects.

Please remember to backup your projects before updating!

LINKS:

ASSET STORE: Unity Asset Store - The Best Assets for Game Making
MY SITE: http://www.mel-georgiou.co.uk/downloads/meshkit-plugin-for-unity/

  • Mel

Hi everyone,

I’d like to make a quick announcement that MeshKit has been updated to v1.2!

The update brings support for Unity 2017.4 and an improved algorithm for calculating normals using threshold angles!

The new version is already live on my site and should be live on the Asset Store soon, I’ll post again when it’s live! :slight_smile:

Please remember to BACKUP your projects before updating! :slight_smile:

LINKS:

ASSET STORE: Unity Asset Store - The Best Assets for Game Making
MY SITE: MeshKit – 3D Editing, Optimisation and Asset Management Plugin (For Unity) – Unity Games Development

Hope you guys enjoy the update! :slight_smile:

  • Mel

Hi @melgeorgiou ,

I am looking into Game and Level Optimization lately, and I am looking for a nice and easy tool to get me started. Still a Unity Beginner your tools have proven to be very helpful and the nice and clean interface with recognizable Buttons for all the different Actions are always a great visual help inside the Unity editor. Having a look at the competitor products, that often seem outdated and unsupported, this is great bonus. To get my game levels properly optimized I suppose I would still need a proper Texture Atlasing Tool to go well with the Mesh Optimizing solution. Do you have any plans to add Texture Atlasing into this asset?

Hi @Weblox ,

Thanks for the kind words, much appreciated! :slight_smile:

At the moment, Mesh Kit is designed to be a powerful and easy to use suite of tools to handle your meshes but you’re correct that it does not yet handle the Texture Atlas side of things. This has been suggested to me a few times now so I can now confirm that it is on the road map. However, there are several projects I’m working on right now which take priority so it isn’t likely to be available in the short-term.

In any case, it is safe to say that MeshKit will likely evolve in that direction! :slight_smile:

Hope this helps!

  • Mel
1 Like

Hi everyone,

Just to announce that MeshKit 1.3 is now available on my site and will soon be making its way to the Asset Store! :slight_smile:

It offers some new bug fixes and an improved algorithm dealing with duplicated scenes ( it now automatically corrects Mesh Collider components too! ). There’s also some minor UI updates.

Please remember to backup your projects before updating!

LINKS:

ASSET STORE: Unity Asset Store - The Best Assets for Game Making
MY SITE: http://www.mel-georgiou.co.uk/downloads/meshkit-plugin-for-unity/

  • Mel
1 Like

Hi everyone,

Announcing… MESH KIT V2!

It’s been a while but I finally have some exciting news about MeshKit v2! :slight_smile:

MeshKit v2 introduces cool new mesh decimation and automatic LOD features! I’ve made a new video to explain how it all works that you can checkout below:

I’m still wrapping things up but hoping to finish it by the end of next week. I’ll also update you all with the improvements to the existing toolset!

And the best news for last… MeshKit V2 will be a 100% FREE upgrade! :slight_smile:

… More news soon!

  • Mel
2 Likes

Hi,

Does this asset combine meshes with same material/texture without creating new atlas texture ?
Dees this asset combine only materials into single atlas without combining meshes ( single game objects with same material/texture atlas ) ?

Hi MoribitoMT,

Firstly, thanks for your interest in MeshKit! :slight_smile:

MeshKit doesn’t create texture atlases at the moment. However, this is on the roadmap!

  • Mel
1 Like

Great to know… :slight_smile:

My feature suggestions would be

  • Creating texture atlas with combined mesh
  • Creating texture atlas without combines mesh ( still seperate objects )
  • Pre Texture atlas preview and editing UV ( like Prefab Maker )

Hi MoribitoMT,

Thanks for your suggestions!

… Added to the wishlist :slight_smile:

  • Mel
2 Likes

Hi everyone,

Here’s some more about the upcoming MeshKit v2 update!

Selection Options

As well as the new Decimator and Auto-LOD tools, many of the existing tools have been updated to allow you to choose Skinned Mesh Renderers as well as Mesh Filters.

Rebuild Tool

The Rebuild tool has been updated to make the options clearer and allow you to strip away more elements including colors and all UV sets. In Unity 2018.2 and up, you’ll also be able to remove UV set 5 - 8. You can of course rebuild normals, tangents and lightmap UVs as well.

Please note that some tools only work on objects without sub-meshes. The Separate tool can fix this with MeshFilters but mesh separation is not currently compatible with Skinned Mesh Renderers. However, the Decimation and Auto-LOD tools should work fine on all mesh types! :slight_smile:

Unity Preferences

The MeshKit preferences have been updated to allow you to switch between using small or large MeshKit icons in the main window.

3873946--328894--MeshKit_Preferences.png

MeshKit API

There have been some significant API updates to account for the new features ( as well as the ability to use Skinned Mesh Renderers in most tools ). The first thing that must be changed is to make sure you have “using HellTap.MeshKit;” at the top of any scripts using the API. Please check the documentation to check the methods you are using.

Much effort has been made to make the new decimation and Auto-LOD tool easy to use and available at runtime ( there are also runtime components too! ). For example, this is how easy it is to setup Auto-LOD at runtime with default settings:

Example Of Auto-LOD

using HellTap.MeshKit;

void Start(){

   // Create a default LOD setup for this gameObject at runtime
   MeshKit.AutoLOD( gameObject );
}

You can of course setup completely custom settings and this is covered in the documentation.

I’m hoping to have MeshKit V2 submitted to the Asset Store (and live on my site) by tomorrow.

I hope everyone is looking forward to the new features! :slight_smile:

  • Mel
2 Likes

Hi, I have one more very interesting suggestion for this tool.

  • Combine mode options ( Like “MeshBaker” asset, a mesh grouper )

  • Chunk/Cluster mode to create virtual grid, and combine meshes separate in every cell, so result will be smaller mesh size and much better occlusion culling results… instead of combining every mesh.

  • If you can check ( MeshBaker’s MeshGrouper ) it has amazing chunking modes, I do not like mesh baker interface, this is why I have eye on your asset … :smile:D

Hi MoribitoMT,

Thanks for your suggestions, I’ll add it to the wish list :slight_smile:

  • Mel
1 Like

Hi everyone,

Just to announce that MeshKit 2.0 is now available on my site and will soon be making its way to the Asset Store! :slight_smile:

If you’re happy with MeshKit and appreciate such big updates being free, please consider leaving a 5 star rating on the Asset Store - it really helps!

Thanks for your support! :slight_smile:

IMPORTANT: Please remember to backup your projects before updating!

ASSET STORE: Unity Asset Store - The Best Assets for Game Making
MY SITE: MeshKit – 3D Editing, Optimisation and Asset Management Plugin (For Unity) – Unity Games Development

  • Mel
1 Like

is there anyway i can select and seperate an element based on word xyz cordinates using this kit ?
for examples i have one mesh with two boxes as seperate elements (Pic is attached for refernce)

Hi ali-but,

Firstly, thanks for your interest in MeshKit! :slight_smile:

I think you may have misunderstood how the separation works in MeshKit. It is designed to separate submeshes within the same mesh, not general geometry. So unless those two boxes are using submeshes this isn’t supported. At least, not yet! :slight_smile:

Hope this helps!

  • Mel