WeMighAsWell… MeshDebugger BETA
So there you are procedurally generating meshes. Have you ever got a generation result that didn’t fit what you expected? You ask yourself: “Did I get the vertex-indices right? Are all the triangles clockwise?” etc. With procedural generation of meshes comes the need to thoroughly examine the results…
Or maybe you got some imported 3D-models and want to have a look at the quality of the meshes…
Our MeshDebugger gives you a bunch of Gizmos to visualize all the information your Unity-Mesh holds!
Features
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Visualize Vertex information
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VertexCloud Drawing (Now with billboards)
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Local/Global Positions
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Indices
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Normals
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UVs
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Draw triangles u/v → red/green (new)
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Draw triangles u/v → black/white (new)
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Draw uv-TestTextures (put your own in Resources Folder) (new)
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Hide/Include unused vertices (new)
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Visualize Triangle information
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Triangle numbers
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Referenced vertices
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Normals
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Tangents
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Triangle-Gizmo
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Visualize Mesh information
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Axis Aligned Bounding Box (AABB)
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Oriented Bounding Box (OBB) (new)
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Seams
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Submeshes
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Surfaces
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Triangle-Quality
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Different Culling-Modes (new)
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No Culling
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Object related Culling
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Global Culling
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Limited Draw Mode (new)
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Selection Areas (Boxes & Spheres)
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MouseSphere (Drawing around mouspointer)
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Selection Options (new)
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Freeze Selection (new)
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Include MeshFilter-Meshes (new)
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Include MeshCollider-Meses (new)
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Include Child-GameObjects (new)
BETA-Release
We could need some feedback!
All feature requests, bug reports, general critique or just some cat-pics are welcome!
If you want to join the BETA, please contact us under:
info@WeMightAsWell.com
Info and Contact
Web: www.WeMightAsWell.com
eMails: info@WeMightAsWell.com
support@WeMightAsWell.com
Twitter: @WeMightAsWell_
Youtube: www.youtube.com/c/WeMightAsWell
Google+: plus.google.com/+WeMightAsWell
Known Issues
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Exceptions with malformed or not completely filled meshes (for example: no tangents set, but want to show)
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Not sure if tangents drawing is correct
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Performance with high poly meshes (still a lot of optimization todo)
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Label culling not working without a proper collider (MeshCollider is recommended)
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SceneView orbit navigation by pressing Alt-Key causes perfomance issues (just press Alt-Key once at the start of the orbit)
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Limited Draw Mode: Boxes and sphere selection doesnt get serialized yet
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Object Oriented Bounding Box doesnt work with scaled objects yet
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Different culling modes: some border triangles are not culled correctly
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Some mesh function should be drawn without visibility check (for example seams should always show for the whole mesh)


