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A fully-featured realtime deformer system for animating meshes in Unity. Bend, squash, twist and much more.FEATURES• Lightning fast!• Fully multi-threaded!• 40+ deformers!• Meshes can be saved!• Easily extendable!• Works in worldspace!• Custom editors and handles!DOCUMENTATION• Installation (Important)• Getting Started• Creating a Custom Deformer• Optimization TipsFAQDoes Deform work with the new prefab system?Yes. Deform works seamlessly with nested prefabs and prefab variants.Are skinned mesh renderers supported?Yes. However because of how Unity handles skinned mesh renderers; the mesh cannot be modified after its bones are animated. This means that animations to the skinned mesh renderer are applied *after* Deform modifies the mesh; which is often not the desired effect. Read more here.I'm getting an error about read/write permissions. How do I fix it?This means you have a Deformable component on a mesh that doesn't have read/write permissions enabled. The offending Deformable component should have a "Fix It" button in the inspector that will change the import settings, but on older versions of Deform you'll have to select the offending mesh in your Project window and enable Read/Write permissions in its import settings manually.Do deformers have to be on the object they are deforming?No. Because deformables require deformers be added manually, they can be anywhere in the scene and on any game object.Can deformables share deformers?Yes. You can create a single deformer and add it to multiple deformables.How do deformables handle instancing?Each deformable has its own unique mesh.LIMITATIONSDeform runs on the CPU. While it is incredibly fast, you should not expect to get performance comparable to vertex shaders. Because meshes are modified on the CPU each mesh has to be unique. This means that, unless dynamically batched (which comes with its own performance costs), each mesh will require a new draw call. Deform is not meant to be used at a massive scale. If you need to deform an entire world, tons of meshes, or an incredibly high poly model use vertex shaders.tldr: Use shaders if you need speed, use Deform if you need modularity and ease-of-use.ACKNOWLEDGEMENTSThanks to Thomas Ingram for going the extra-mile to help with editor scripting.Thanks to Alexander Ameye, William Besnard, Raphael Herdlicka and David Carney for beta testing and giving crucial feedback.Additional massive thanks to the following contributors for helping develop Deform into the best tool it can be:sabresaurus, Brullworfel, favoyang, and HitCacheCONTACTI love seeing creative and cool uses of this tool. If you make something you're proud of I'd be honored if you showed it to me!You can find me on the interwebs at these addresses:emailtwitterwebsiteIf you need help with Deform, I'd love it if you created an issue on the repository instead of sending an email so other people can find the solution. That being said, feel free to reach out about anything! I'm always happy to talk shop :)FEATURES:Calculations are multithreaded with the job system to make the most of system resources and lighten the load on the main thread.Mesh data/operations use Burst-friendly data types (float3, float4x4 etc) for shader-like effect-authoring, and high performance compiled code.Deform provides a framework for easily authoring performant mesh effects. Simply derive your class from Deformer to get started. Tutorial can be found here.Deformable meshes can be exported to .OBJ or Unity's native mesh asset format. FBX export is not supported, but you can use other tools like Unity's FBX Exporter package.Deformables can be automatically stripped from scenes in builds and when entering play-mode if you are not using Deform for runtime effects.Whenever sensible, every deformer is authored to work in worldspace. This means you can create a single effect, that can be shared seamlessly by multiple objects in the world.Most Deformer parameters are represented intuitively in the scene via custom handles.SUPPORTED OS:Nothing is OS-specific, but be careful with performance on mobile and low-end hardware.DOCUMENTATION:Here :)
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