Mesh Dominus Pro Cover

Mesh Dominus Pro

All-in-one mesh editing solution for Unity  PRO

Mesh Dominus Pro is a comprehensive mesh editing toolkit designed for game developers and 3D artists. With 14 powerful tools in one clean interface, you can handle all mesh-related tasks without leaving Unity.

Get on Asset Store Quick Start Guide

Key Features

14 Powerful Tools

From pivot editing to LOD generation, all mesh tools in one package.

Batch Processing

Process multiple objects at once with multi-target support.

Non-Destructive

Original meshes are preserved. New meshes are saved as assets.

Multi-Pipeline

Works with Standard, URP, and HDRP render pipelines.

Tools Overview

Tool Description
PivotSet mesh pivot point to center, bottom, top, or custom position
CombineMerge multiple meshes into one for reduced draw calls
SeparatorSplit multi-submesh objects into separate GameObjects
SimplifyReduce polygon count while preserving visual quality
OptimizeRemove overlapping geometry and optimize meshes
Auto LODGenerate LOD groups automatically with smart distances
SmoothSmooth hard edges with precision brush selection
DoubleSideMake faces visible from both sides
ExtractExtract or delete parts of a mesh with brush tools
FreezeBake transform into mesh vertices
AtlasCombine multiple materials into single texture atlas
ColliderGenerate optimized colliders for meshes
ConvertConvert between SkinnedMesh and static Mesh
CleanFind and remove unused mesh assets

Installation

Getting started with Mesh Dominus Pro

Requirements

  • Unity 2020.3 LTS or newer
  • Standard, URP, or HDRP render pipeline

Installation Steps

  1. Import the package from Unity Asset Store
  2. Wait for Unity to compile scripts
  3. Open the tool via Window β†’ Mesh Dominus Pro
Tip

The tool window can be docked anywhere in your Unity layout for easy access.

Interface Guide

Understanding the Mesh Dominus Pro interface

Main Window Layout

  • Header Bar: Brand logo, Assistant button (A), Mesh Info toggle (M)
  • Favorites Bar: Quick access to your 5 favorite tools (right-click to set)
  • Sidebar: All 14 tools listed vertically with icons
  • Main Panel: Current tool's interface and settings
  • Console: Log messages, warnings, and success notifications

Common UI Elements

Element Usage
Target ListDrag & drop objects or use "Use Selection" button
Primary Button (Blue)Main action - apply the tool's function
Danger Button (Red)Destructive action - remove or delete
Warning Button (Yellow)Caution action - may modify data

Mesh Info Gizmo

Click the M button in header to toggle mesh info overlay in Scene view. Shows vertex count, triangle count, and mesh count for selected objects.

βŠ•

Pivot Tool

Set mesh pivot point with precision

Description

The Pivot Tool allows you to change the pivot point (transform origin) of any mesh. The mesh visually stays in place while the pivot moves to your desired position.

Pivot Modes

ModeDescription
CenterPivot at geometric center of mesh bounds
BottomPivot at minimum Y of bounds (lowest corner)
TopPivot at maximum Y of bounds (highest corner)
BottomCenterCenter X/Z, minimum Y - ideal for characters/props
TopCenterCenter X/Z, maximum Y
CustomUse reference object or manual offset

Features

  • Multi-Target Support: Apply same pivot to multiple objects at once
  • Freeze Rotation: Bake rotation into mesh when changing pivot
  • Reset to Origin: Move object to world origin after pivot change
  • Show Preview: Visualize new pivot position before applying
  • Axis Lines: Display X/Y/Z axis lines in scene view

Quick Tools

  • Reset Scale: Set scale to (1,1,1)
  • Reset Rotation: Set rotation to (0,0,0)
  • Align to Ground: Raycast down and place object on ground layer
Tip

Use "BottomCenter" for characters and props that need to stand on surfaces. The pivot will be at their feet.

⊑

Mesh Combiner

Merge multiple meshes into one

Description

The Mesh Combiner merges multiple mesh objects into a single mesh, reducing draw calls and improving rendering performance.

Combine Modes

ModeDescription
StaticStandard combine - all meshes merged into one static mesh
SkinnedPhysics-preserving combine - each mesh becomes a bone. Rigidbodies and Colliders are preserved
ByMaterialGroup by material - creates separate mesh per unique material

Options

  • Generate UV Map: Recalculate UV coordinates for the combined mesh

How to Use

  1. Add objects to the target list (drag & drop or use selection)
  2. Select combine mode
  3. Click "Combine & Save"
  4. Combined mesh is saved to Assets/Mesh Dominus Pro Output/Combiner/
Warning

Combining meshes with different materials will create submeshes. For best performance, use objects with shared materials.

⊟

Separator Tool

Split multi-submesh objects

Description

The Separator Tool splits a mesh with multiple submeshes into separate GameObjects, each with its own mesh and material.

How to Use

  1. Add objects with multiple materials/submeshes to the target list
  2. Click "Separate All"
  3. Each submesh becomes a new child GameObject
Tip

Use this tool to break apart imported models for individual manipulation or to apply different settings per part.

β–³

Simplifier Tool

Reduce polygon count

Description

The Simplifier Tool reduces the polygon count of meshes while attempting to preserve visual quality. Useful for creating LODs or optimizing high-poly assets.

Settings

  • Reduction: Target percentage of original vertex count (e.g., 50% = half the vertices)
  • Preserve UVs: Attempt to maintain UV coordinates during simplification

Preview Mode

When a single target is selected, you can preview the simplified result in real-time before applying.

Batch Processing

With multiple targets, the same reduction percentage is applied to all objects. Preview is disabled in batch mode.

⚑

Optimizer Tool

Remove overlapping geometry

Description

The Optimizer Tool analyzes meshes to find and remove overlapping or hidden geometry that wastes rendering resources.

Workflow

  1. Selection: Add parent object containing meshes to optimize
  2. Analysis: Click "Analyze" to detect overlapping triangles
  3. Processing: Review detected overlaps and click "Process" to remove them

Detection Settings

  • Overlap Bias: Sensitivity of overlap detection
  • Stitch Distance: Tolerance for edge stitching
β—Ž

Auto LOD Tool

Generate LOD groups automatically

Description

The Auto LOD Tool creates Level of Detail (LOD) groups for meshes automatically, with smart distance calculation based on object size.

Settings

SettingDescription
LOD 1 QualityVertex reduction for first LOD level (e.g., 0.5 = 50%)
LOD 2 QualityVertex reduction for second LOD level (lower than LOD 1)

Generated Structure

Creates LODGroup component with:

  • LOD 0: Original mesh (full quality)
  • LOD 1: Simplified mesh at specified quality
  • LOD 2: Further simplified mesh
  • Culled: Object hidden when too far

Additional Actions

  • Remove LODs: Delete LODGroup and simplified meshes
  • Fix Missing LODs: Repair broken LOD references
β— 

Smoother Tool

Smooth hard edges selectively

Description

The Smoother Tool allows you to selectively smooth hard edges on meshes using brush-based selection. Works by recalculating normals for selected edges.

Selection Modes

  • Brush Mode: Paint to select edges, hold B to paint, E to erase
  • Bucket Mode: Click to flood-fill select connected edges

Settings

  • Brush Radius: Size of selection brush
  • Angle Threshold: Maximum angle between faces to consider for smoothing
  • Strength: Intensity of normal smoothing

Vision Mode

Press V to toggle Vision Mode, which shows unselected geometry with a blue overlay for better visibility of your selection.

Paint SelectionB
Erase SelectionE
Toggle Vision ModeV
Bucket EraseShift + Click
⬌

Double Side Tool

Make faces visible from both sides

Description

The Double Side Tool duplicates selected faces with inverted normals, making them visible from both front and back. Useful for foliage, cloth, and thin surfaces.

Multi-Target Mode

With multiple objects selected, the entire mesh is processed without manual selection.

Single Target Mode

Enter Edit Mode to selectively choose which faces to make double-sided using brush tools.

Options

  • Separate Back Material: Create separate submesh for back faces (allows different material)

Selection Tools

Same as Smoother Tool:

  • Hold B to paint selection
  • Hold E to erase selection
  • Bucket Mode for flood fill
  • Press V for Vision Mode
βœ‚

Mesh Extractor

Extract or delete parts of meshes

Description

The Mesh Extractor allows you to select portions of a mesh and either extract them to a new object or delete them from the original.

Actions

ActionDescription
Extract OnlyCreate new mesh from selected triangles, keep original
Delete SelectedRemove selected triangles from original mesh
Extract & DeleteCreate new mesh AND remove from original

Selection Modes

  • Brush: Paint to select triangles
  • Bucket Connected: Select all connected triangles
  • Bucket Color: Select triangles with similar vertex colors
  • Bucket Face: Select coplanar faces based on angle threshold

Hotkeys

Paint SelectionB
Erase SelectionE
Toggle Vision ModeV
❄

Freeze Transform Tool

Bake transform into mesh vertices

Description

The Freeze Transform Tool bakes the object's position, rotation, and scale into its mesh vertices, then resets the transform to zero/one values.

Options

  • Include Inactive: Also process inactive child objects

Result

After freezing:

  • Position β†’ (0, 0, 0)
  • Rotation β†’ (0, 0, 0)
  • Scale β†’ (1, 1, 1)
  • Mesh vertices adjusted to maintain visual appearance
When to Use

Use before combining meshes, exporting, or when you need clean transform values for animation or physics.

β–¦

Atlas Baker Tool

Combine materials into texture atlas

Description

The Atlas Baker combines multiple materials into a single texture atlas, reducing draw calls by using one material instead of many.

Settings

  • Output Shader: Shader for the generated material
  • Atlas Size: Resolution of output texture (2048, 4096, 8192)

Material Settings

  • Smoothness: Smoothness value for output material
  • Metallic: Metallic value for output material

Single Target Mode

View and select which materials to include in the atlas. Materials can be excluded individually.

Note

Objects with only 1 material are skipped in batch mode (no atlas needed).

β—‡

Collider Tool

Generate optimized colliders

Description

The Collider Tool generates collision meshes for objects, with options for accuracy vs. performance tradeoff.

Collider Types

TypeDescription
BoxSimple box collider from bounds
SphereSphere collider from bounds
CapsuleCapsule collider (auto-orientation)
OriginalMeshUses original mesh - most accurate but slowest

Options

  • Process Children: Also add colliders to child objects
  • Replace Existing: Remove existing colliders before adding new

Maintenance

  • Repair Empty Colliders: Fix colliders with missing mesh references
  • Cleanup Empty Colliders: Remove colliders with no mesh
  • Remove All Colliders: Delete all colliders from targets
⇄

Converter Tool

Convert between mesh types

Description

The Converter Tool converts between SkinnedMeshRenderer and static MeshRenderer components.

Conversion Modes

ModeDescription
SkinnedToMeshConvert SkinnedMeshRenderer to static MeshRenderer. Bakes current pose to a static mesh.
MeshToSkinnedConvert MeshRenderer to SkinnedMeshRenderer. Creates a single root bone for the mesh.

Options

  • Bake Current Pose: (Skinnedβ†’Mesh) Capture current bone pose into static mesh
  • Output Folder: Location to save converted mesh assets
πŸ—‘

Asset Cleaner

Find and remove unused mesh assets

Description

The Asset Cleaner scans your project to find mesh assets that are not referenced by any scene or prefab, helping you clean up unused data.

Workflow

  1. Click "Scan Project" to find all mesh assets
  2. Use filters to narrow down results
  3. Review assets and select items to delete
  4. Delete selected assets
Caution

Always backup your project before bulk deleting assets. Some assets may be referenced through code or addressables.

πŸ€–

Smart Assistant

AI-powered scene health analyzer  Unique

Description

The Smart Assistant analyzes your entire scene to detect performance issues and provides actionable recommendations with one-click fixes. It generates a Health Score (0-100) based on mesh complexity, draw calls, and optimization opportunities.

Scene Metrics

MetricWhat It Measures
Health ScoreOverall scene optimization rating from 0 (poor) to 100 (excellent)
ObjectsTotal static and dynamic mesh objects in scene
MaterialsNumber of unique materials (affects draw calls)
TrianglesTotal triangle count across all scene meshes

Platform Compatibility

The Assistant evaluates your scene against platform-specific thresholds:

  • Mobile: Strict limits for mobile GPU performance
  • Console: Balanced limits for console hardware
  • PC: Standard desktop performance targets
  • VR: Strict limits for maintaining 90fps in VR

Auto-Fix

Detected issues include a "Fix" or "Fix All" button that automatically applies the appropriate tool to resolve the issue. For example, high-poly objects can be auto-simplified, and missing LODs can be auto-generated.

Pro Tip

Run the Assistant before each build to ensure your scene meets performance targets for your target platform.

Frequently Asked Questions

Common questions and answers

Q: Does this work with HDRP/URP?

Yes, Mesh Dominus Pro works with Standard, URP, and HDRP render pipelines.

Q: Are original meshes modified?

No. All operations create new mesh assets. Original meshes are preserved in your project.

Q: Where are output files saved?

All generated meshes are saved to Assets/Mesh Dominus Pro Output/[ToolName]/

Q: Can I undo operations?

Yes, most operations support Unity's Undo system (Ctrl+Z).

Q: Does it work with prefabs?

Yes, but you may need to unpack prefabs for some operations. The tool will prompt you when needed.

Q: Maximum mesh size supported?

Meshes with up to 65,000 vertices use 16-bit indices. Larger meshes automatically use 32-bit indices.

Troubleshooting

Common issues and solutions

Selection not visible in Scene view

Ensure you're in Edit Mode for the tool. Check that the object has a valid MeshFilter or SkinnedMeshRenderer component.

Tool window is blank

Try closing and reopening the window via Window β†’ Mesh Dominus Pro. If the issue persists, reimport the package.

Mesh disappears after operation

Check the Console for errors. The mesh may have been saved but not assigned. Look in the output folder for the generated asset.

Materials lost after combining

Ensure source materials are included in the build. Procedural or runtime-generated materials may not transfer.

LOD distances seem wrong

LOD distances are calculated based on object bounds. Very small or very large objects may need manual adjustment of LODGroup settings.

Changelog

Version history

Version 1.0.1

Bug Fix Release

  • Several backend bug fixes
  • GUI bug fixes and improvements
  • Unity version compatibility improvements

Version 1.0.0

Initial Release

  • 14 mesh editing tools
  • Multi-target batch processing
  • Modern dark theme interface
  • Standard, URP, HDRP support
  • Mesh Info Gizmo
  • Assistant panel for quick fixes
  • Favorites bar for quick access