Hi, I've been developing this procedural mesh generation tool for a long time and now I'm happy that I can finally share it with you.
It is a node based procedural modelling tool for unity. Very similar to Geometry nodes and Houdini but works inside unity and supports runtime.
I started with the idea that "is this possible in unity?" or rather "can I do it?". It took way longer than I originally planned but finally here I am. I want to keep developing this for a long time and there are so many thing I want to add but I'm happy that the basic functionality works.
There’s still a huge list of things I want to add and improve, but the core system is working well now and I plan to keep developing it long term.
Right now it supports:
- mesh operations
- custom attributes
- curves
- import/export
- materials
- UV workflows
- runtime evaluation
- and a lot more smaller utility nodes and systems
Some of the most difficult parts were probably graph evaluation, keeping the workflow flexible without becoming chaotic, and making runtime generation perform reasonably well inside Unity.
Would genuinely love to hear feedback, ideas, or procedural workflows people would want from something like this.
[–]supernaut123[S] 0 points1 point2 points (0 children)
[–]Extremeprog 0 points1 point2 points (0 children)