Generate

This section allows choosing what type of files (prefabs, meshes, materials) are generated using VF tool.

  • Prefab - After baking textures into a mesh, new prefab file is generated that is full clone of the source gameObject, but with new generated meshes in MeshFilter and SkinnedMeshRenderer components and optionally with new material for displaying baked data.

  • Mesh Only - Only meshes with baked data are generated. No other files.

  • Overwrite Original Mesh - No new meshes are created, instead textures are baked directly in the original mesh files. In this case only meshes in .asset format affected.

Combine - Allows combining generated meshes:

  • Nothing - Meshes are not combined.

  • Submeshes - Combines all sub-meshes inside source mesh into one.

  • One Mesh With Submeshes - Combines all meshes in the selected gameObject's hierarchy into one mesh, but each one is saved as a separate sub-mesh there (original sub-meshes are preserved).

  • Everything - Combines all meshes in the selected gameObject's hierarchy into one mesh, with one sub-mesh.

Generate Lightmap UVs - Generates correct lightmap UVs for combined mesh (stored inside Mesh.uv2). Depend on the combined mesh vertex count and triangle layout, this process may be very slow.

Add/Replace Collider - Allows adding MeshCollider component to the generated prefab or updating it (if source gameObject already has it) with the newly generated mesh.

Material - If generating prefab, allows to choose what type of material it will use:

  • Use Original - Generated prefab uses the same materials as the source gameObject.

  • Create New - Creates new material using selected shader and it is used by all renderers of the new prefab. Material is saved in the same folder as the generated meshes and prefab.

  • Create Duplicate - All materials used by the renderers of the source gameObject are duplicated and replaced in the prefab. Duplicated materials are saved in the same folder as the generated meshes and prefab.

Last updated