Takes a mesh and repeats and deforms it along a spline. An essential tool for creating objects such as fences and paths.This is a modeling tool, render pipeline in use isn't relevant. Demo scene is set up for the Built-in RP, so materials can be upgraded to view in URP/HDRP.📄 Documentation | 💬 Forum threadA 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 along the spline.Build fences, pipes, paths, cables and much more!🗯This tool is under development, based on user feedback, and is offered at a reduced price.🔗 Features• Creates one continuous object, no clutter of GameObjects• Automatic box-shape collider generation• Recalculated normals, ensuring correct lighting• Downward snapping to colliders• Per-point scale adjustment• Rebuild events exposed in the inspector, and through C#Features a cleanly designed inspector UI, with tooltips and undo/redo support.✔️ Supports• Runtime generation (no API calls required, simply alter the spline)• Multiple material support (aka sub-meshes)• Multiple splines within the same container• Negative scaling support (eg. guardrails mirrored on either side of a track)🚧 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 scenes.• Constant regeneration every frame may be prone to performance issues.* Automatic FBX exporting is slated for implementation, currently it does not support collider exporting.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.✔️ Designed for production and long-term use• 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 & 2) and vertex colors.Note: Functionality such as random mesh selection, or scale/rotation is not implemented. Unity's "Spline Instantiate" component already facilitates procedural prefab spawning.