Spline Mesher - Mesh Deforming - Fences, pipes, path, roads and more!

Glad to hear it’s proving useful!

You can use this Attach Transform To Spline component to attach separate meshes/prefabs to the start/end of a spline. https://gyazo.com/a574e2fb348697445df2e857a4a13f29

Thanks for pointing me to there. I will try it and let you know how it went.

Version 1.1.1 is now available! This mainly focuses on some quality-of-life improvements, such as quick access to options for creating a new spline mesh.

Added:

  • Rebuild Trigger flags, sets which sort of events cause the mesh to be regenerated.
    9803373--1407426--upload_2024-4-29_17-7-43.png
  • Public C# function to create a spline from an array of positions (CreateSplineFromPoints).
  • Added a context menu option to the Spline Container component to quickly set up a default Spline Mesher.
  • Option under GameObject/3D Object to create a new spline mesh.

Changed:

  • QOL: Whenever the component needs to adds MeshFilter to the output object, it will also add a Mesh Renderer component if needed.
  • Extra failsafes when importing into versions older than Unity 2022.3 without the Splines package installed.
  • Context menu functions have been moved to a new Gear button in the inspector
  • Sections in the inspector now behave as an accordion, expanding one closes all others.

Removed:

  • Deprecated the “Rebuild on Start()” option (replaced by Rebuild Triggers flags).
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Please tell me if it is possible to add a prefab as a source. You don’t always need a generated mesh. Sometimes you need to make a fence from prefab with lod. Spline Instatiate can work with prefab. Please add this function.

You already seem familiar with the Spline Instantiate component, I would recommend using that, as it does exactly what you’re describing.

Pleased to announce that I’ve opened a Discord server. It will serve as a centralized place to find announcements, discussions and support/feature request forums. Though Unity threads, such as this one, will still be monitored. And documentation will remain up to date. Moving forward, my attention will be focused on the server, in order to streamline continued support :slight_smile:

- Join -

In order to access support channels and feature requests, your invoice number is required. You can find this on your Order History page.

Version 1.2.0 is now available! This is a major feature and usability update

The new “Stretch to fit” option is particularly useful and is now enabled by default:

The number of segments can now be manually controlled:

Procedural and manual roll rotations can now be added:

Vertex color data points can now be added (RGBA):

IMPORTANT: Delete the “Spline Mesher” folder completely when updating from v1.1.3 or older! Failing to do so results in compile errors.

Added:

  • Caps feature, spawns a prefab to the start or end of each spline
  • Roll deformation feature: frequency and angle parameters. Plus spline tool to add angle data points.
  • Vertex color data point functionality
  • UV scale & offset parameters
  • Added a “Collider Only” option, which skips the visual mesh creation.
  • Rebuilder Triggers: Added “On UI Change” event (not upgradable, will be disabled when updating)
  • Preferences UI, options to enable smoother rebuilding and automatic lightmap UVs
  • Gear menu: action to rebuild all instances using the same mesh (in case of mesh changes)
  • Index unit for Scale/Roll/Color data can now be set (Distance/Normalize/Knot).

Fixed:

  • Trim start/end functionality not being strictly accurate

Changed:

  • Settings for collision have moved, allowing expansion, and may need to be reconfigured
  • Segment count now be manually specified
  • Redesigned scene toolbar icons
  • Warnings in the inspector if the Output object has no Mesh- filter or renderer. No longer auto-added.
  • Inspector UI, option to add a new Spline Container if none is assigned

Removed:

  • Deprecated the CreateSplineFromPoints function. The native SplineUtility.FitSplineToPoints function should now be used.
  • Automatic assigning of output object (when updating from 1.0.0 to 1.1.0+)

Is there a feature to have start/end meshes?
Imagine a bridge with start and end segments that provide ramps for the player to walk up or down the bridge.

Coming back to this subject briefly, as of version 1.2.0 it is now possible to spawn and position a prefab to the start/end of a spline mesh