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 GuideKey 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 |
|---|---|
| Pivot | Set mesh pivot point to center, bottom, top, or custom position |
| Combine | Merge multiple meshes into one for reduced draw calls |
| Separator | Split multi-submesh objects into separate GameObjects |
| Simplify | Reduce polygon count while preserving visual quality |
| Optimize | Remove overlapping geometry and optimize meshes |
| Auto LOD | Generate LOD groups automatically with smart distances |
| Smooth | Smooth hard edges with precision brush selection |
| DoubleSide | Make faces visible from both sides |
| Extract | Extract or delete parts of a mesh with brush tools |
| Freeze | Bake transform into mesh vertices |
| Atlas | Combine multiple materials into single texture atlas |
| Collider | Generate optimized colliders for meshes |
| Convert | Convert between SkinnedMesh and static Mesh |
| Clean | Find 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
- Import the package from Unity Asset Store
- Wait for Unity to compile scripts
- Open the tool via Window β Mesh Dominus Pro
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 List | Drag & 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.
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
| Mode | Description |
|---|---|
| Center | Pivot at geometric center of mesh bounds |
| Bottom | Pivot at minimum Y of bounds (lowest corner) |
| Top | Pivot at maximum Y of bounds (highest corner) |
| BottomCenter | Center X/Z, minimum Y - ideal for characters/props |
| TopCenter | Center X/Z, maximum Y |
| Custom | Use 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
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
| Mode | Description |
|---|---|
| Static | Standard combine - all meshes merged into one static mesh |
| Skinned | Physics-preserving combine - each mesh becomes a bone. Rigidbodies and Colliders are preserved |
| ByMaterial | Group by material - creates separate mesh per unique material |
Options
- Generate UV Map: Recalculate UV coordinates for the combined mesh
How to Use
- Add objects to the target list (drag & drop or use selection)
- Select combine mode
- Click "Combine & Save"
- Combined mesh is saved to Assets/Mesh Dominus Pro Output/Combiner/
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
- Add objects with multiple materials/submeshes to the target list
- Click "Separate All"
- Each submesh becomes a new child GameObject
Use this tool to break apart imported models for individual manipulation or to apply different settings per part.
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
- Selection: Add parent object containing meshes to optimize
- Analysis: Click "Analyze" to detect overlapping triangles
- Processing: Review detected overlaps and click "Process" to remove them
Detection Settings
- Overlap Bias: Sensitivity of overlap detection
- Stitch Distance: Tolerance for edge stitching
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
| Setting | Description |
|---|---|
| LOD 1 Quality | Vertex reduction for first LOD level (e.g., 0.5 = 50%) |
| LOD 2 Quality | Vertex 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
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.
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
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
| Action | Description |
|---|---|
| Extract Only | Create new mesh from selected triangles, keep original |
| Delete Selected | Remove selected triangles from original mesh |
| Extract & Delete | Create 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
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
Use before combining meshes, exporting, or when you need clean transform values for animation or physics.
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.
Objects with only 1 material are skipped in batch mode (no atlas needed).
Collider Tool
Generate optimized colliders
Description
The Collider Tool generates collision meshes for objects, with options for accuracy vs. performance tradeoff.
Collider Types
| Type | Description |
|---|---|
| Box | Simple box collider from bounds |
| Sphere | Sphere collider from bounds |
| Capsule | Capsule collider (auto-orientation) |
| OriginalMesh | Uses 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
| Mode | Description |
|---|---|
| SkinnedToMesh | Convert SkinnedMeshRenderer to static MeshRenderer. Bakes current pose to a static mesh. |
| MeshToSkinned | Convert MeshRenderer to SkinnedMeshRenderer. Creates a single root bone for the mesh. |
Options
- Bake Current Pose: (SkinnedβMesh) Capture current bone pose into static mesh
- Output Folder: Location to save converted mesh assets
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
- Click "Scan Project" to find all mesh assets
- Use filters to narrow down results
- Review assets and select items to delete
- Delete selected assets
Always backup your project before bulk deleting assets. Some assets may be referenced through code or addressables.
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
| Metric | What It Measures |
|---|---|
| Health Score | Overall scene optimization rating from 0 (poor) to 100 (excellent) |
| Objects | Total static and dynamic mesh objects in scene |
| Materials | Number of unique materials (affects draw calls) |
| Triangles | Total 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.
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