Spline Mesh Builder
Notion Properties
| Field |
Value |
| Tool |
Spline Mesh Builder |
| Package |
Create: Animation & Modeling |
| Category |
Modeling |
| Status |
Live |
| Last Verified Unity |
2021.3.45f2 |
| Script |
Assets/EQLabs/Editor/Create_AnimationModeling/SplineMeshBuilder.cs |
Purpose
Builds modular roads, rails, pipes, trims, and other repeated runs along an editable spline path with Bezier handles, per-point banking and width shaping, terrain projection, and optional junction markers.
Menu Path
EQLabs/Creation/Modeling/Spline Mesh Builder
Who It Helps
- Environment artists
- Level artists
- Technical artists
- Tools engineers
How to Use (Step-by-Step)
- Open Spline Mesh Builder from the Modeling menu and create or assign a spline profile asset, or generate one of the included starter profiles for roads, rails, or pipe runs.
- Add or load spline points, then use Bezier handle editing or
Auto Smooth Handles when you want a curved path instead of a pure polyline.
- Set the placement mode, prefab forward axis, segment length, segment scale, global bank, and any per-point roll, width, or local offset overrides.
- Enable projection if the spline should follow terrain or graybox surfaces, and choose whether the generated pieces should align to the detected surface normal.
- Assign a segment prefab for the repeated run and an optional junction prefab for control points flagged as junctions.
- Fill in path role and lane metadata if the spline run should carry reviewable design semantics in the exported JSON report.
- Generate the spline mesh to place repeated or stretched segments under a managed output root, then export the report when you want a placement manifest for review or handoff.