Applies mesh-based drag, lift, and torque to Unity Rigidbodies using MeshFilter geometry, with optional WindZone influence and debug visualization.FluidMesh adds mesh-aware aerodynamic and hydrodynamic forces to Rigidbody objects.It computes drag, lift, and torque from mesh surface orientation, relative motion, and fluid properties. Optional WindZone influence and optional debug visualization are included.Requirements and SetupUnity 6000.0 (Unity 6) or newer.Required UPM dependencies:com.unity.burstcom.unity.collectionscom.unity.mathematicsAdd FluidMesh to a GameObject with:a Rigidbody (required for force application)a MeshFilter with a mesh (same object or child)Key FeaturesMesh-based drag/lift/torque integration with Rigidbody.Optional WindZone integration.Optional visualization modes: force vectors, pressure heatmap, full CFD-style debug view, and trail rendering.Burst + C# Job System runtime implementation.Custom inspector with quick setup and advanced foldouts.Fluid volume overrides (FluidVolume) for localized fluid properties.Important Notes and LimitationsVisualization features are for debugging and should typically be disabled in production scenes.CFD visualization is an approximation for diagnostics, not a full CFD solver.Included ContentRuntime scripts (Assets/FluidMesh/Scripts)Editor scripts (Assets/FluidMesh/Editor)Demo scene (Assets/FluidMesh/Scenes/Demo.unity)Documentation (Assets/FluidMesh/Documentation)Shader used for debug rendering (Assets/FluidMesh/Shaders)Required UPM Dependencies: com.unity.burst, com.unity.collections, com.unity.mathematics.Unity Version: 6000.0+Physics Integration: Unity Rigidbody force/torque applicationOptimization: Burst + JobsRender Pipeline Note: Runtime physics is render-pipeline agnostic. Debug visualization is provided with a package shader and shader fallbacks.Root Namespace: FluidMeshClaude Code was used to aid with programming process. AI Tools were used to help arrage screenshots for images.



