Editor Window Settings

Vertex Forge editor window can be opened from the Main Toolbar Window Amazing Assets menu:

For baking textures into meshes, drag & drop gameObjects with MeshFilter and SkinnedMeshRenderer components from the Hierarchy window or prefab files from the Project window, inside Vertex Forge window. Also entire folders can be drag & dropped here and all prefabs from those folder(s) will be automatically added to the conversion list.​

Conversion list displays all required information about objects (do they have UVs for texture baking, does selected texture property name exist in mesh material or if mesh has normals for cubemap calculation, etc) that is helpful during mesh conversion and in the case of any issues.

VF editor window saves its settings before closing and restores them after opening it again, and before using, it is always better to reset its settings to the default values from the right click Context Menu Reset menu:

After adding objects to the conversion list, click on the Run button in the bottom of the window and based on the chosen settings Vertex Forge will generate new meshes with textures baked inside (per vertex) for all objects in the conversion list, optionally new prefabs will be automatically setup with appropriate materials and instantiated in the scene in the same position as the source objects. Generated files can be saved in the chosen location, inside or outside of the project.

Each section of the editor window is explained in the sub-chapters below:

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