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C
Works fine on 2019.1 but dont keep changes between unity openings
6 years ago
ColonelTimon version 1.13
Works as expected on Unity 2019.1, but all changes made to a mesh are lost every time your close and re-open Unity.
To keep changes, you will have to export to fbx then replace your original mesh. This is still better than using external tools, but I would have loved to keep changes on my scene objects
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2
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M
Excellent simple mesh editor
7 years ago
Mojo-Game-Studioon version 1.13
Can't say much bad about it, except it's not working in 2018.3.11, works fine in 2017 tho
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G
Responsive tool.
7 years ago
GridManiacon version 1.13
It’s easy to use, great tool.
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u
Great toolkit for your modeling needs.
7 years ago
unitedone3Don version 1.13
Hi there! Just a 2 cents,
I got this recently and was very pleased; it has great mesh editing tools to use directly inside Unity - this is a time saver because oftenly I had to edit stuff, and it was just counter-productive to load 3D mesh software (Blender..) and faster doing it, direct, in Unity. One of the great advantages is that when your model is already UVed with textures, you don't have to change anything to your textures, you can just change the mesh itself and the texture will change appropriately to whatever shape you reshape your mesh to (think of it like putting a sock on a foot, and then needing a hand...so you build a hand shape from that foot mesh, and that sock-texture-of-the-former-foot, now fits perfectly like, a glove, on your new hand (it follows the mesh/marries its 'contour/shape'; thus you have a 'hand with sock texture'). Now you might wondering why do this, is because oftenly you have to reshape/remodel/retouch things and this breaks UVs (UVs are like the 'texture's position 'points' on a mesh so it 'knows' where it falls on that mesh..so it doesn't look weird/like a texture completely messed up and holes in it..it's not 'filling' the surface of the mesh correctly - UVs make sure the texture surfaces correctly the model no matter the angle you look at the model; but, when you change the form/silhouette/shape of an Already done/made model you 'break' that UV data connection so textures don't know anymore and the textures are bizarrely placed). With Mesh Toolkit, you can not worry and you can deform your model all you want and obtain a new shape and beautiful textures to followed with it (UVs might stretch but that is normal, because the texture will 'stretch' to whatever shape you want; a true UVed texture would have no warping/stretching, but it's long process of Unwrapping the model and then making UVs, with this the texture stretching is minimal and the look still good, it depends on the shape of course (because the 'drawn' texture was made for whatever initial model you had made, not for a new 'made up' one, so is why stretchinig can happen). The toolkit has many other tools and whatnot, like mesh poly editing, can vertexes, polys, quads, and more; there is a great selection to 'pinpoint' the exact polygon you need to remove or recreate/reweld, slicing, extruding, beveling, subdividing polys (Very helpful if you need local detail) etc..Truly a solid mesh editing toolkit, 5/5. Thanks for reading, just a 2 cents.
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1
0
I used this for the simple task of deleted triangles from a Mesh, which worked well for me. The interface is straightforward and pretty easy to learn. Saving to FBX file is convenient.
Unfortunately, there are some glitches which spoil the experience. Maybe these are due to me working in Unity 2018.2. I have contacted the developer to discuss solutions, but have not heard back yet.
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Q
Works in Unity 5.4.3f2
9 years ago
QuantumTheoryon version 1.13
You just have to move contents of the mesh-toolkit/Editor folder to another Editor folder in the root of the project.
I just needed a quick FBX exporter and for 10$ you can't beat it.
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3
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c
works as advertised
10 years ago
ccvannormanon version 1.13
Great, need more simple effective tools like this.
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Q
Not bad, but got strange behaviour
10 years ago
Quique-Martinezon version 1.13
Great concept. It works simple and straight, but when after removing some polygons from a skinned mesh, I got strange syncrhonization fails between the editor and the project mesh.
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