MeshFormer is a powerful Unity tool designed for real-time mesh deformation (sculpting) and texture painting, both in the Unity Editor and at Runtime.
Also brings a Wireframe Shader!Go here to our WebsiteInstallationDrag the MeshFormer.cs script onto any GameObject with a MeshFilter or SkinnedMeshRenderer (or a parent of these).The required components ( MeshCollider , Subdivide , Wireframe ) will be added automatically.🛠 Editor UsageIn the Inspector, you will find three main modes:1. Off Mode Standard state. No mesh manipulation is active.2. Sculpt Mode Allows you to deform the mesh using a brush.Left Click: Deform the mesh along the vertex normals.Invert Deform: Pulls vertices inward instead of outward.Smooth Mode: Evens out vertex positions to create a smoother surface.Brush Settings: Adjust Radius (size) and Strength (intensity) of the deformation.Wireframe Settings: Toggle the wireframe overlay or the base mesh visibility to see your changes clearly.3. Paint Mode Allows direct painting onto the object's texture.Left Click & Drag: Paint on the texture using the selected Paint Color.Texture Size: Define the resolution for new textures (e.g., 1024, 2048).Create New Texture: Generates a blank canvas if no texture exists.Subdivide Plus: Increases the number of triangles for higher detail.Subdivide Minus: Reverts to the previous subdivision level. SavingSave Mesh: Saves the deformed mesh as a .asset file in your project.Save Texture: Saves the painted texture as a .png file.🎮 Runtime UsageUse the MeshFormerRuntimeManager component to enable sculpting and painting during gameplay.Place the MeshFormerRuntimeManager on a GameObject in your scene.It will automatically create, detect and manage MeshFormer components on its children.It provides an OrbitCamera for easy navigation.MeshFormer is a powerful Unity tool designed for real-time mesh deformation (sculpting) and texture painting, both in the Unity Editor and at Runtime.Also brings a Wireframe Shader!




