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Spline Mesher | Standard – Dev Community

Spline Mesher | Standard – Dev Community

Tsunami 5 March, 2026
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User Rating 2 (3 votes)

This tool makes it easy to achieve this right inside Unity, without needing to go back and forth between editor and external modeling software. Designed to be easy to use and not overly complex.

Spline Mesher | Standard v1.4.0 (Latest version)

VIP Only

Spline Mesher v1.3.2 (28 Nov 2025)

VIP Only

Spline Mesher v1.3.1 (16 Oct 2025)

VIP Only

Spline Mesher v1.2.0

VIP Only

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Description
? Documentation | ? Discord | ? Forum thread

A straightforward and powerful tool for spline-based mesh deforming. Essential for 3D world building. Built around Unity’s native spline tool, making it intuitive to combine with other tools or gameplay logic.

> Provide the component with a spline and an input mesh, and it gets continuously repeated and deformed along its curve.

This tool makes it easy to achieve this right inside Unity, without needing to go back and forth between editor and external modeling software. Designed to be easy to use and not overly complex.

Build fences, pipes, paths, cables and much more!

? MAJOR FREE UPDATE

• Caps, attach any prefab to the start/end of the mesh

• Manual segment count control

• Stretch-to-fit functionality

• UV scale & offset control

• Rotation roll angle with per-point adjustments, twist a mesh around the spline

• Vertex color data over the spline, to drive shader-based effects

• Several UI and usability improvements

Updating to v1.2.0+ requires deleting the asset completely! It now imports as a package.

? Features

• Creates one continuous object, no clutter of GameObjects

• Automatic box-shape collider generation

• Per-point Scale, Roll and Vertex Color controls

• Downward snapping/conforming to colliders

• Start & end prefab attachements

• Recalculated normals, ensuring correct lighting and shading

• Rebuild events exposed in the inspector, and through C#

Features a cleanly designed inspector UI, with tooltips and undo/redo support. Source code is commented.

✔️ Supports

• Runtime generation (no API calls required, simply alter the spline)

• Multiple materials (aka sub-meshes)

• Multiple splines within the same container

• Negative scaling (eg. guardrails mirrored on either side of a track)

• Lightmapping (UVs are auto-generated when needed before baking)

? Limitations:

• Usage of created meshes in prefabs requires exporting them to an FBX file using the Unity’s “FBX Exporter” package*. Because Unity strictly saves procedural meshes in the scene file.

• Constant regeneration of complex geometry every frame may be prone to performance issues (ie. animating splines)

• Does not support non-uniformly scaled spline containers
Technical details

Requires the Splines (v2.4.0+) package to be installed!

⚠️ Failing to do so before importing this asset results in demo scene data being lost.

? Input meshes are expected to be correctly exported for use in Unity (Z-forward, Y-up). This is reasonable to assume for a Unity-based tool. More details.

? This asset imports as a native package, not in the “Assets” folder.

✔️ Designed for production and long-term use

• Battle tested: the previous iteration of this tool was proprietary, and used in 3 released productions.

• Correctly transforms geometry for the MeshFilter transform, the MeshFilter and Spline components can be entirely separate.

• Context menu on Mesh Filter components, to quickly convert a mesh into a spline mesh.

• Retains the original mesh’s UV (channel 1) and vertex colors.

• Not limited to 65k vertices.

⚠️ Not comparable to advanced modeling software

• Vertices aren’t merged and can end up overlapping

⚠️ Performance

• Using Jobs is currently not viable at the moment, due to the spline data sampling API and Unity’s mesh combining API not being job-friendly. These are vital.

Note: Functionality such as random mesh selection, or scale/rotation will not implemented. It is not technically viable. Unity’s “Spline Instantiate” component already facilitates procedural prefab spawning and can be used instead.

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