ProcMesh
38 tools in this family (folder Editor/Tools/ProcMesh/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.
| Tool | Effect | Description |
|---|---|---|
procmesh_auto_uv | writes | Auto-UV unwrap — picks Box or Triplanar projection based on the mesh's bounding-box ratio. |
procmesh_bake_to_mesh_filter | writes | Bake a mesh handle into a GameObject's MeshFilter (creating one if needed). Also adds a |
procmesh_bend | writes | Bend the mesh by a TOTAL angle along an axis. The bend is centred — the lower half rotates |
procmesh_bevel | writes | Bevel edges defined by vertex_pairs (flat array of [v0,v1, v2,v3, ...]). 'segments' controls |
procmesh_boolean_intersect | writes | Boolean INTERSECT (A ∩ B). Keeps only triangles of A whose centroid is inside B. |
procmesh_boolean_subtract | writes | Boolean SUBTRACT (A − B). Removes triangles of A whose centroid lies inside B. |
procmesh_boolean_union | writes | Boolean UNION (A ∪ B). Concatenates both meshes; the result is the visual sum. |
procmesh_box_uv | writes | Box UV projection — projects to the +X / +Y / +Z face based on each vertex normal, normalized |
procmesh_create_box | writes | Create an axis-aligned box centred on origin, returning a mesh handle. |
procmesh_create_capsule | writes | Create a capsule along Y (cylinder body + hemispherical caps). 'height' is the TOTAL height |
procmesh_create_cone | writes | Create a cone with apex pointing +Y. Includes a bottom cap. Use procmesh_taper on a cylinder |
procmesh_create_cylinder | writes | Create a cylinder along Y. Toggle end_caps off to get an open tube. Cylinders are the |
procmesh_create_plane | writes | Create a flat plane on the XZ axis, normal +Y. Use sub_x / sub_z for tessellation density. |
procmesh_create_prism | writes | Create an N-sided prism (e.g. sides=6 = hexagonal prism). Internally a low-poly cylinder. |
procmesh_create_sphere | writes | Create a UV sphere (latitude × longitude grid). Pinches at poles — pair with procmesh_subdivide |
procmesh_create_torus | writes | Create a torus on the XZ plane. major_radius = distance from origin to tube centre, |
procmesh_decimate | writes | Decimate a mesh down to target_triangle_count using a shortest-edge collapse heuristic |
procmesh_export_asset | writes | Export a mesh handle as a .asset under Assets/ (creates folders as needed). |
procmesh_extrude_face | writes | Extrude one or more triangle faces along their normal by 'distance'. Side walls are stitched |
procmesh_generate_lod | writes | Generate N LOD levels from a base mesh. Default ratios are geometric (1/2, 1/4, 1/8…). |
procmesh_get_stats | read-only | Return detailed stats for a mesh handle: vertex / triangle count, bounds, normals/UV/tangent |
procmesh_init | writes | Initialize the ProcMesh runtime — creates the on-disk mock folder, seeds the three |
procmesh_inset | writes | Inset selected faces (shrink them toward their centroid by 'distance' 0..1). |
procmesh_lathe | writes | Revolve (lathe) a 2D profile around an axis. profile = array of Vector3 {x,y,z}. |
procmesh_list_graphs | read-only | List all saved procedural graphs (sample + user-created). Read-only. |
procmesh_list_handles | read-only | List all mesh handles currently held by the runtime, with stats. Read-only. |
procmesh_load_graph | writes | Load + execute a saved procedural graph. Returns the handle id of the LAST executed node |
procmesh_loft | writes | Loft between profile curves. profiles = array of arrays of Vector3 (each inner array is one |
procmesh_mirror | writes | Mirror the mesh across an axis-aligned plane through origin. Winding is flipped automatically. |
procmesh_save_graph | writes | Save a procedural graph definition. graph_json is the JSON-serialized BurilProcMeshGraph |
procmesh_scatter_points | writes | Scatter points on a mesh's surface, area-weighted, seeded (xorshift32 — Marsaglia 2003). |
procmesh_shear | writes | Shear — offsets vertices along offset_axis proportional to position along along_axis. |
procmesh_simplify | writes | Simplify a mesh by reducing triangle count to target_ratio of original. ratio 0.5 → ~50 %. |
procmesh_smooth | writes | Recompute vertex normals as the area-weighted mean of incident face normals. |
procmesh_subdivide | writes | Subdivide every triangle of a mesh (1-to-4 split). Methods: 'Loop' (smooths via Laplacian |
procmesh_taper | writes | Linearly scale the cross-section perpendicular to an axis. top_scale = 0 collapses to a point; |
procmesh_triplanar_uv | writes | Triplanar UV projection — each vertex projects onto the plane whose normal best matches its |
procmesh_twist | writes | Twist a mesh around an axis. angle_per_unit_deg = rotation applied per unit of distance |