Mesh Utility
Many Genesis features — especially inverted-hull Outline, vertex animation, and smooth shading — need clean mesh data. The Mesh Utility window patches what FBX importers leave broken: split smooth normals on hard-edge meshes, duplicate vertices on UV seams, and missing tangents. The patched mesh is saved as a new asset so reimports do not lose your changes.
When to use it
- Outline seams on hard-edged stylized meshes (the most common case).
- Meshes that lack tangents, which causes vertex-animation and normal-mapping artifacts.
- Cleanup before vertex animation so wind sway is continuous across seams.
Storing smooth normals in a UV channel gives you both crisp shading and clean outlines.
Opening the tool
Window → Genesis → Mesh Utility.
Workflow
- Set the source mesh — drop a mesh or select a
MeshFilter/SkinnedMeshRendererin the scene. - Pick the actions you want to run, in order. Multiple actions can run in one click.
- Preview the result with the live wireframe. Weld tolerance is shown as a numeric distance and a visual sphere on the mesh.
- Apply to save the patched mesh as a new asset next to the original. The renderer can optionally be auto-swapped to the new mesh.
Settings
Tips & gotchas
- Never overwrite the imported FBX — Unity will discard your changes on the next reimport. Always save as a new asset.
- For skinned meshes, run on the shared mesh asset, not on the instance. The patched mesh is reused across all renderers that reference it.
- If outlines still seam after running, check that the Outline feature on the material is set to Use Smooth Normals From: UV3.
A ScriptableObject preset can store an action set (e.g. “Outline-ready”) and be applied to a folder of meshes in one batch — useful when adopting Genesis on an existing library.
Related
Last updated on