MeshKit - 3D Editing, Optimisation and Asset Management Plugin

Hi!

I have ju bought MeshKit and it is great!

I have however an issue with the Combine tool. If we have four Objects, each object has one material with no textures but different Color, Metallic and Smoothness values,
How do I combine this into one object and make an Atlas out of these with the material values baked into the Atlas ?

I have tried the Advenced Pixel Processing, but nothing is generated to the textures. Example For the MetallicGlossMap below.

Thanks!
Daniel

Hi @MrPure3D ,

Thanks for the kind words! :slight_smile:

Typically you wouldn’t need to use Advanced Pixel Processing. Using the Standard Shader preset would normally do what you want automatically.

As this is a support request, would you mind emailing me / sending me a PM with your invoice ID and we can take it from there :slight_smile:

Thanks!

  • Mel

Hi @melgeorgiou

Sorry for late reply, Im busy in anoother project at the moment.
So it should work with just Color values and without Textures, using Standarde shader (in URP also)?

I contact you when I have the time.

Thanks!

Hi @MrPure3D ,

Yes, I believe so.

If you need more support with this please send a PM / Email along with your invoice ID and I can help further :slight_smile:

Thanks!

  • Mel

Is this asset still in development. Not updates since 2022. Does it work with the newer versions of unity?

Hi @indiedev37 ,

Yep, still supporting it! :slight_smile:

  • Mel
1 Like

MESHKIT v4.0 IS HERE!

IMPORTANT: AS ALWAYS, BE SURE TO BACKUP YOUR PROJECTS BEFORE UPGRADING!

As well as bug fixes and performance improvements, here’s a quick rundown of whats new! :slight_smile:

NEW DECIMATION AND LOD SYSTEMS!

For the most part, you won’t notice many new features and additions at first glance (although you’ll get an extra option for MeshKit to spend more time trying to preserve surface curvature in mesh decimation). However, you should notice way better results, especially for very large meshes. You should also benefit from seeing less holes in meshes, and not having to use the preserve options as much to balance that out! :slight_smile:

IMPORTANT UPGRADE NOTES:
Changes to AutoLOD:

Even though the UI looks virtually identical, the AutoLOD component will no longer create LODs in exactly the same way as previous versions. Instead of forcing your LOD0 group to be the same as the source mesh, you can now decide to use a lower poly version of it as LOD0 instead. If you want to have LOD0 use the same mesh as the source, simply set its quality level to 1. In addition, the culling distance slider is now removed, and MeshKit will use your last LOD distance as the culling distance. This seems to be more intuitive and better matches how Unity’s LODGroups actually work. If you have already built your LODs and removed MeshKit’s AutoLOD component setup from them, your meshes will still be fine! :slight_smile:

If this is a problem for you, you may decide not to upgrade MeshKit to v4.0 in your current project and wait for the next one. However, a few small tweaks to the AutoLOD settings should be enough to get you back on track. Again, always backup first!

Upgrading Decimation Systems

To help with the upgrade, a few scripts are included that override some of the old ones to help with compilation issues for those upgrading. These extra scripts will be removed in a future version of MeshKit but have been added just to help the upgrade process along :slight_smile:

That’s about it everyone, I hope you enjoy the new version of MeshKit! :slight_smile:

Thanks!

  • Mel
1 Like

MESHKIT v4.5 IS HERE!

IMPORTANT: AS ALWAYS, BE SURE TO BACKUP YOUR PROJECTS BEFORE UPGRADING!

It should be live on the Asset Store soon, here’s a quick rundown of whats new! :slight_smile:

  • Completely new Texture atlasing system, replacing Unity’s default system texture packing. MeshKit will now attempt to increase the resolution of each texture slot as much as possible. The system also does better error detection and handles more edge cases.
  • Updates and critical fixes for Unity 2022+.
  • Various bug fixes across the board.

That’s about it everyone, I hope you enjoy the new version of MeshKit! :slight_smile:

Thanks!

-Mel

Hi there - just purchased this package.

However after importing I’m receiving these errors:

Assets\Editor Default Resources\Editor\Hell Tap Entertainment\MeshKit\HTGUI.cs(45,23): error CS0118: 'Editor' is a namespace but is used like a type
Assets\Editor Default Resources\Editor\Hell Tap Entertainment\MeshKit\MeshRebuilder.cs(24,31): error CS0118: 'Editor' is a namespace but is used like a type

I am running Unity 2022.3.51f1

have done a workaround by changing the reference in files too UnityEditor.Editor instead of just Editor

Hi @jbhewitt

Oh, that’s strange. I’ll test on my side too!

Thanks for reporting it! :slight_smile:

UPDATE: I’m not seeing this happen in a clean Unity 2022.3 project, which means it could be a conflict with another script in your project. Could you please test it in a new project and PM me if you still get the console errors? Thanks!

-Mel

Hi

  1. Does it help in creating clothes for Uma?

Hi dreb4o!

I haven’t used Uma before, but as long as it creates standard unity meshes using MeshFilters / MeshRenderers, I don’t see why not! :slight_smile:

It wasn’t clear from your question but just for clarity, please keep in mind that MeshKit optimises meshes. It does not create new objects for characters from scratch.

Hope that helps! :slight_smile:

-Mel

i don’t want to create items
my idea is to download items from https://www.cgtrader.com/ (FBX format)
and make them work with Uma
I want to do this inside Unity without having to call other programs.
now if you want to create an item for uma
1.you have to put it in blender and work it with uma’s body
2.then transfer the package to unity to create a recipe
3.and here comes the moment when slot builder(UMA) is used in which there is something called slot mesh (skinned mesh Renderer)
In general, I’m looking to eliminate the use of blender.