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artnas / Unity Plane Mesh Splitter

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Unity Plane Mesh Splitter

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Unity Plane Mesh Splitter

Unity package now available.

A simple tool which lets you split any mesh into smaller submeshes. At first it was designed to work with imported Tiled2Unity terrains, but I rewrote it to work with everything you can throw at it.

What is the purpose of this tool?

Say you have a gigantic terrain in a single mesh. Unity is going to process the entire mesh when rendering it (even though only a small section in front of the camera is visible). This tool lets your split this large mesh into smaller submeshes which should greatly improve the performance thanks to the built-in Unity frustum culling (only visible meshes will be rendered).

Features

  • Simple and fairly fast.
  • Customization:
    • Grid size
    • Multiple axes (in any combination)
    • Ability to generate colliders
    • ...
  • Supports all vertex data:
    • Normals
    • Colors
    • Multiple uv channels
  • Doesn't modify the existing mesh.
  • Can be used both in editor and at runtime.
  • Submeshes persist when saving the scene.

alt tag

Installation

You have two options

  • Download the .unitypackage from 'releases' section and import it in Unity.
  • Clone this repository and put the scripts into your assets folder.

Usage - MeshSplitController component

Put the "MeshSplitController" component on the game object you want to split and press the "Create submeshes" button. Press "Clear submeshes" to revert.

Usage - API

// your mesh

Mesh mesh;

// create a mesh splitter with some parameters (see MeshSplitParameters.cs for default settings)

var meshSplitter = new MeshSplitter(new MeshSplitParameters { GridSize = 32, GenerateColliders = true });

// create submeshes assigned to points

var subMeshes = meshSplitter.Split(mesh);

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