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🛣️ **EasyLine — Spline Mesh Deformation & Prefab Placement** Forget tedious manual object placement and complex workflows. **EasyLine** is a complete, artist-friendly spline toolkit that lets you draw paths directly on surfaces and watch your 3D models bend, tile, and connect in real-time. Whether you're building winding mountain roads, industrial conveyor belts, roller coasters, sci-fi piping, or modular bridge structures, EasyLine handles the heavy math so you can focus on design. --- ### 🎯 Why Choose EasyLine? (The Unique Advantages) Most spline tools on the Asset Store either limit you to a single static mesh, destroy active scripts, or bloat your polygon budget. Here is why EasyLine stands out: 1. **New: Smart Slicing (Longitudinal Cut Subdivisions)** ✂️ * *The Problem in Other Tools*: Standard subdivisions subdivide diagonals and other axes, slicing vertical walls/pillars horizontally, causing massive polygon bloat and ugly lighting seams. * *The EasyLine Solution*: Slices meshes *only* along the spline's forward axis using advanced perpendicular plane-slicing. Keep your vertical pillars and arches clean, scale-friendly, and save up to **75% of your polygon budget**! 2. **New: Native ProBuilder & Scene Object Drag-and-Drop** 🏗️ * *The Problem in Other Tools*: You have to export ProBuilder shapes to FBX assets, re-import them, and manually reassign materials before using them on a spline. * *The EasyLine Solution*: Drag and drop ProBuilder shapes or *any* active scene GameObjects directly into the deformer. EasyLine instantly extracts the mesh and auto-synchronizes all materials. 3. **Nested Multi-Mesh Prefab Bending** 🧩 * *The Problem in Other Tools*: Most packages only deform a single `MeshFilter` or require you to combine meshes manually first. * *The EasyLine Solution*: Recursively extracts, combines, and deforms complex prefabs with multiple nested sub-meshes and materials, maintaining correct winding orders and submesh mapping automatically. 4. **Hybrid Logic-Preserving Instantiation** ⚡ * *The Problem in Other Tools*: Instantiating prefabs along a curve either leaves them completely straight (no bending) or bakes them into static geometry—destroying active scripts, lights, and particle systems. * *The EasyLine Solution*: Spawns functional prefabs (with gameplay logic, lights, VFX) and bends *only* their child visual meshes, keeping the root GameObject and C# scripts fully alive. 5. **Ultra-Optimized Mobile-Ready Conveyors (LUT)** ⚙️ * *The Problem in Other Tools*: Moving meshes along a spline at runtime causes massive GC allocation and CPU spikes. * *The EasyLine Solution*: Uses pre-calculated Look-Up Tables (LUT) to perform zero-allocation vertex math, enabling hundreds of animated belts or tracks on mobile hardware. --- ## 🛠 Key Features ### 🖌️ Draw, Don't Place The **Draw Tool** lets you paint spline paths directly onto terrains and scene geometry in 3D space. Includes click-and-drag handles, smart spline continuation, and mid-segment point insertion (De Casteljau splitting). ### 🧩 Advanced Mixed Meshes Layer System Create complex structures by sequencing different models on a single spline (e.g., Bridge -> Road -> Drain -> Bridge). Define per-element rules: * **Stretch to Index Ends**: Perfectly fills a range of segments without stretching the rest of the spline. * **Force Upright**: Keeps props (like lampposts or fence pillars) standing vertically on sloped tracks. * **Rotation & Scale Constraints**: Lock Pitch/Yaw/Roll independently, or scale curves dynamically. ### 📐 Mathematically Perfect Connections * **Chord Alignment**: Places non-deforming rigid meshes with mathematically optimal chord fitting to prevent gaps. * **Post-Deformation Vertex Merge**: Welds boundaries of adjacent segments in deformed space, closing seams perfectly even on sharp curves. * **Smooth Normals**: Automatically blends normal vectors across segment joints and loop seams. ### ⚡ Production-Ready Physics * **Real-time MeshCollider Generation**: Throttled updates prevent editor lag. * **Collider Simplification**: Distance-to-chord algorithms let you reduce collider polygon count. * **Simplify Props as Boxes**: Automatically replaces decorative props with lightweight box colliders to maximize physics performance. * **Static Collider Mode**: Freeze collider updates during conveyor animations to save runtime CPU overhead. ### 💾 Bake & Export * **Bake to Prefab**: Generates standalone assets (mesh and collider) ready for production builds. * **Export to OBJ**: Export deformed structures out of Unity to edit in Blender, Maya, or DCC tools. 👉 [EasyLine Official Documentation]( --- ### 🛠 Technical Specifications & Troubleshooting * **Forward Axis**: If your mesh faces sideways, change the local `Forward Axis` (X, Y, or Z) in the inspector. * **Vertex Merging**: Enable `Post-Deformation Vertex Merge` to weld seams on continuous objects like hoses or pipes. * **Point-Based Banking**: Select an anchor point and use the **Roll Angle** slider to create tilted race tracks or rollercoaster loops. * **Performance**: For very complex scenes, use **Static Colliders** and ensure **Auto Live** is only on when editing. See also the other plugins: 3ClickInterior Instantly spawn walls, floors, and ceilings. Real-time Layer painting directly on floors, walls, and ceilings. Bevel (normal-based edge softening). Instantly spawn windows&Doors with holes in walls! LINK Quick Destruction Turn existing static meshes into production-ready destructibles without authoring inner geometry, manually unwrapping cut-surface UVs, or creating a dedicated interior material. LINK FurBrush Complete URP & HDRP fur authoring & rendering tool. Live-paint length, density & flow in Scene view. Shells, GPU Strands & Fur Cards methods. Fast, mobile-ready & optimized for PC/VR. LINK PhysioBrush PhysioBrush is the ultimate secondary motion tool for Unity. Intuitive vertex painting workflow. Add hair,First release tail, and jiggle physics to any character. LINK EasyLine Deform complex meshes & nested prefabs in real-time. Full ProBuilder supports. Native Longitudinal Cut subdivisions LINK ## 🛠️ Complete Feature List & Technical Details ### 🛤️ Spline System * **Cubic Bezier Splines**: Features standard anchor/tangent handles and smooth Hermite interpolation. * **Per-Point Roll**: Add banked turns (-180° to 180°) for tilted race tracks, curved bridges, and roller coasters. * **Per-Point Scale (XY)**: Dynamically scale segments to create tapering, widening, and organic mesh behaviors. * **Closed Loop Mode**: Create closed circuits (racetracks, rings, endless conveyor belts) with seamless welding. * **The Draw Tool**: Paint spline paths directly onto terrains, colliders, or meshes in the Scene View with a simple two-click placement system. Drag tangents, auto-continue paths, and insert points mid-segment (De Casteljau splitting). ### ⚙️ Mesh Deformation Engine * **Real-Time Vertex Deformation**: Bends meshes with high precision to follow complex curves. * **Chord-Perfect Rigid Alignment**: For rigid/non-deforming segments, it places them with mathematically optimal chord fitting to prevent gaps. * **Forward Axis Selection**: Full support for positive/negative X, Y, or Z orientations. * **Post-Deformation Vertex Merging**: Advanced spatial hash-based merge welds boundaries on deformed shapes, closing seams on sharp curves. * **Smooth Normals**: Automatic normal blending across segment boundaries and loop joints. * **Stretch to Fit Curve**: Automatically stretches meshes to fill exactly 100% of the spline's length. * **World Space UVs**: Auto-regenerates seamless UV coordinates for seamless tiling textures. * **Curve Bend Density**: Adjust segment spacing automatically at sharp curves (shrink or stretch). * **Smooth Bend Strength**: Blend and soften sharp directions at curve joints. ### 🧩 Mixed Meshes & Prefab Layers * **Mixed Mesh Sequencing**: Procedurally alternate meshes or prefabs along a single path using segment indices. * **Flexible Source Modes**: Use raw FBX/OBJ meshes, complex nested Prefabs, ProBuilder shapes, or active Scene GameObjects. * **Per-Element Collider Modes**: Auto (heuristics), Road (deformable), or Prop (rigid). * **Per-Element Overrides**: Toggle upright constraints, lock specific axes, stretch to index ends, or disable prop deformation. * **Auto Read/Write Fix**: Automatically sets import settings for meshes to ensure they are readable. ### 🏗️ Spline Prefab Instantiator * **Scatter GameObjects**: Scatter complex prefab assets along the path. * **Hybrid Deformation**: Toggle bending on child meshes while keeping components (scripts, lights, VFX) fully functional on the parent GameObject. * **Precise Spacing**: Adjust placement by "Total Count" or "Fixed Distance". * **Organic Randomization**: Jitter position, rotation, and scale to create varied environments. ### ⚡ Physics & Colliders * **Real-Time MeshCollider Generation**: Throttled execution keeps editor performance silky smooth. * **Collider Simplification (1-10x)**: Fast distance-to-chord algorithms decimate collider geometry to save physics overhead. * **Simplify Props as Boxes**: Replaces small decorative props with simple box colliders. * **Static Collider Mode**: Freezes collider regeneration during conveyors to save massive CPU performance. ### 🏃 Animation & Conveyors * **Conveyor Scrolling**: Animate meshes or prefabs scrolling along the spline at any speed. * **Fast LUT Mode**: Look-Up Tables pre-calculate vertex operations, enabling hundreds of animated belts on mobile devices. * **Editor Preview**: Preview animations directly inside the Scene View without entering Play Mode. ### 💾 Export & Baking * **Bake to Prefab**: Save deformed meshes and colliders as persistent project assets. * **Export to OBJ**: Export deformed meshes to Blender, Maya, or any DCC tool. ### 🔒 Rotation Constraints * **Global Rotation Locks**: Lock Pitch (X), Yaw (Y), or Roll (Z) globally (ideal for trains or flat platforms). * **Separate Prop Constraints**: Keep props upright and lock specific axes independently from the main mesh. --- ## 📱 Supported Platforms * **Desktop**: Windows, macOS, Linux * **Mobile**: iOS, Android * **Console**: PS4, PS5, Xbox One, Xbox Series X|S, Nintendo Switch * **Web**: WebGL --- Documentation: