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Meshes Hub

Editor-only Unity tool for working on mesh assets without leaving the editor.

A model you got is split into several pieces, with no UVs worth the name and a hollow interior nothing will ever see. Fixing that normally means a trip out to Blender and back. This is a window that does it in Unity: combine the pieces, throw away the geometry the player cannot see, lay out new UVs, and save the result as a new file.

The source mesh is never touched. Every edit happens on a working copy, and saving writes a new asset, so a model that came in with a bought package stays exactly as it was imported no matter what you try on it.

  • Combine: drop in the meshes a model arrived split into, or a whole model, and make one mesh of them
  • Trim: delete faces by hand, or let the tool find the ones no camera can ever see
  • Unwrap: generate or re-generate UVs, including box, planar, cylindrical and spherical projections, an automatic unwrap, and the lightmap set
  • Edit UVs: split the view and lay the UVs of the selected faces out by hand, against the texture they will actually wear
  • Transform: move, turn and scale the selected faces, or the whole mesh, with handles in the view or by typing an exact amount
  • Materials: give any set of faces a material of its own, and export an FBX carrying the same material slots the window was showing

Requirements

  • Unity 6.3 (6000.3) or newer
  • Editor-only: no runtime code or dependencies

Installation (Git URL)

In Unity, open Window > Package Manager, click + > Add package from git URL, and paste:

https://github.com/innocentmiau/MeshesHub.git

Pin a version by appending a tag, for example #v1.0.0.

Or add it to Packages/manifest.json directly:

"com.andreleandrodev.mesheshub": "https://github.com/innocentmiau/MeshesHub.git"

Using it

Open the window from Tools > Meshes Hub, then pick a mesh, drop one in, or press Combine several to build one out of several first.

The window is two panes with a divider you can drag: the mesh on one side, the options on the other. The options move round to the right on their own once the window is wider than it is tall, and Layout in the toolbar pins them wherever you prefer.

Along the edge of the options is a row of buttons, one per section, and only one section is open at a time:

Section What it does
Select Click faces in the view; Grow Flat takes a whole flat side, Same Facing every face pointing the same way
Transform Move, rotate and scale the selection about its middle, with handles in the view or exact numbers
Remove Delete the selection, keep only the selection, or find and delete the faces no camera can ever see
UV Project new UVs onto the mesh or the selection, into any of the eight channels
UV Editor With Edit UVs on in the toolbar, lay the selected faces out by hand in UV space
Combine Drop meshes in and make one mesh of them, or add them to the mesh already open
Look A material per slot, so the mesh can be judged wearing what it will actually wear
Settings Icons, colours, where the buttons sit and how big the options are drawn

Ctrl+Z steps back through everything done in the window, and it never reaches into the scene. F frames the selection. W, E and R switch transform mode. Right clicking the view offers the selected faces a material of their own.

Save as a mesh asset or an FBX. FBX is the one to reach for when the normals mode, the smoothing angle or mesh LOD generation matter, since only a file with an importer behind it has any of those. Saving as FBX needs Unity's FBX Exporter package, and the window offers to install it.

There is more detail in Documentation~/MeshesHub.md.

License

MIT (c) Andre Leandro

About

Editor-only Unity tool to combine, trim, unwrap, and re-UV mesh assets without leaving Unity or touching the source file.

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