Split, merge, fix pivots, repair normals and fill holes right in the Unity Editor. Paint faces into parts, re-edit splits, weld vertices, export OBJ. Works with Skinned Meshes. URP & HDRP ready.MeshPilot is an all-in-one mesh editing toolkit for the Unity Editor. Split, merge, fix pivots, repair normals and fill holes on any mesh without leaving Unity or opening a 3D modeling app.Perfect for level designers, environment artists and developers who work with asset packs, kitbash models or imported FBX files and need quick mesh fixes.SPLIT MESHES• Paint faces directly in the Scene View and split one mesh into multiple objects• Multiple named, color-coded groups in a single pass (keys 1-9 switch groups)• Face, Linked, Angle and Material selection modes• Angle mode selects a whole flat or smooth surface in one click (e.g. a car hood)• Box selection with Ctrl + Drag, visible faces only or through the mesh• Grow, Shrink and Invert the active group• Auto grouping by Loose Parts or by Material in one click• Re-edit Split: reopen any split later with its saved groups and adjust it• Optional Box, Mesh or Convex Mesh colliders for every part• Save the split result as a Prefab automaticallyMERGE MESHES• Combine multiple meshes into one to reduce draw calls• Pivot options: Center, Bottom Center or First Object• One mesh per material option and lightmap UV generation• Skinned Mesh Renderers keep bones, weights and blend shapes• Save the merged result as a Prefab automaticallyPIVOT TOOL• Move the pivot without moving the mesh• Snap to vertices, faces or presets (Center, Bottom Center, Top, Corners)• Quick Pivot: fix the pivot of many objects at onceMESH TOOLS• Flip Normals: fix inverted or invisible meshes instantly• Recalculate Normals with an adjustable smoothing angle (flat to fully smooth)• Weld Vertices: merge overlapping vertices while keeping UV seams and hard edges• Remove Unused Vertices to clean up imported meshes• Works on multiple objects at once and on Skinned Meshes (bones, weights and blend shapes are kept)FILL HOLES• Automatically detect and cap open holes in a mesh• Manual mode: fill any area by picking points• Choose material slot and UV region with a visual UV pickerEXPORT OBJ• Export one or many meshes to .obj with a .mtl material file• Available from the window, the Tools menu and the Hierarchy context menu• Skinned meshes are exported in their current poseWORKFLOW• Full Undo / Redo support• Original and imported meshes are never modified, MeshPilot always writes new assets• Works with models imported with Read/Write disabled• Clean, modern editor window• Cleanup Tool removes unused generated mesh assets• Configurable output folder• Demo scene and full HTML documentation includedEditor-only: MeshPilot adds nothing to your builds. Generated meshes are regular assets that work on every platform.• Unity 2021.3.18 LTS or newer (tested on Unity 6)• Render pipelines: Built-in, URP and HDRP (editor tool, pipeline independent)• Supports MeshFilter / MeshRenderer and SkinnedMeshRenderer• Works with models imported with Read/Write disabled• Preserves UVs (all channels), normals, tangents, vertex colors, submeshes, bone weights, bindposes and blend shapes• Original and imported meshes are never modified; new assets are always created• Full Undo / Redo integration• Editor-only assembly definition, no runtime code, zero build overhead• Generated meshes saved as .asset files in a configurable folder (optional .prefab output for Split and Merge)• OBJ export with .mtl material file, no external packages required• Full C# source code included• Demo scene included (demo materials use the Standard shader; convert them with Unity's material upgrader in URP/HDRP)• Offline HTML documentation• Menus: Tools > TierStudios > MeshPilot, and right-click a mesh in the Hierarchy > MeshPilotKnown limitations:• Pivot cannot be changed on Skinned Mesh Renderers (vertices follow bones)• Colliders are not added to skinned meshes, and skinned results cannot be saved as Prefabs (bones live outside the result)• Fill Holes creates flat caps (strongly curved holes get a simple flat face)• OBJ export writes the first UV channel only; FBX export is not includedAI tools were used as an assistant for code writing, editing and refactoring, and for help with the editor window's visual design. The overall architecture, features and workflow were designed and directed by our developers, and every feature was reviewed and tested in Unity before release. The package contains no AI-generated art, 3D models, textures or audio.




