Easy Mesh Editor
A mesh editing tool that works inside the Unity Scene view.
Before updating, save any open edits with Save Mesh or discard them with Discard edits, and close the Easy Mesh Editor window. If you installed the source (.cs) edition before, delete it first. Then import the new .unitypackage over the existing Assets/StudioRaming/EasyMeshEditor folder. Your _Edit.asset files from 0.1.x stay and keep working. Saving the same mesh again in 1.0 creates a new <source name>_Edit 1.asset. → Upgrading from 0.1.x
You do not need to leave the project to fix a mesh. Push surfaces, move vertices, make shape keys, and paint skin weights on the pose you are looking at, with the avatar already dressed. The round trip of re-exporting the FBX, re-importing it, and re-linking materials, physics, and prefab references goes away.
It is built for people who make VRChat and WARUDO avatars and clothing. Pressing in the spot where clothing cuts into the body, moving weights onto new parts, and mirroring shape keys left and right are the tasks that take real time, and they all live in this one window.
Unity Editor only. It is not a runtime feature that goes into a player build.
Four work tabs
| Tab | What it does | Target |
|---|---|---|
Shape | Pull, smooth, flatten, gather, and inflate the surface with five brushes | SkinnedMeshRenderer, MeshRenderer |
Select & Move | Select, move, delete, separate, and merge vertices, edges, and faces | SkinnedMeshRenderer, MeshRenderer |
Shape Keys | Create and edit shape keys, make mirrored keys, and import keys from another mesh | SkinnedMeshRenderer only |
Bone Weights | Paint bone weights, merge them, and transfer them from another mesh | SkinnedMeshRenderer only |
The four tabs share one editing session. Selection, masks, and undo history stay when you switch tabs.
The source asset is not touched
The safety model of this tool fits in one sentence: the source mesh asset does not change until you press Save Mesh (Bake).
Loadcreates a temporary copy of the source mesh (the Work Mesh), and the renderer uses that copy.- Every edit happens on the Work Mesh.
Save Meshcreates<source name>_Edit.assetnext to the source, and the renderer switches to that asset.Discard editsthrows away the edits, and the renderer goes back to the source.
Recompiling scripts or entering Play Mode does not make your work disappear. The Work Mesh being edited is kept in Library/EmeAutoSave/ and restored when you return to edit mode. → Session and undo
Save Mesh ends the sessionDo not press it as you work. Press it once, when you are done. To keep only one expression as a shape key during editing, use Save as New Key. That does not change the asset yet. → Quick capture and Save Mesh
If this is your first time
Installation → First editing session → Using the window
Section 1 of the installation page lists the supported Unity versions. If the two shaders in Editor/Shaders are missing, the Scene view display does not work, so read that section first.
Where to start reading
| Situation | Page |
|---|---|
| Fitting clothing to an avatar | Clothing fit |
| Making a shape key | Making shape keys |
| Clothing cuts into the body | Shape |
| Deleting vertices or separating parts | Select & Move |
| A new part does not follow the pose | Bone Weights |
| Working on several meshes at once | Multiple meshes |
| Finding what a key does | Shortcuts |
| Knowing what a saved file is | Generated files |
| Something looks wrong | Troubleshooting |
| Understanding why it works this way | Session and undo |
How the docs are organized
The Tab guides section matches the four tabs of the window one to one. You can find a page by the tab name you see on screen.
| Tab in the window | Page |
|---|---|
| Common to the window (header, target, save) | Using the window |
Shape | Shape |
Select & Move | Select & Move |
Shape Keys | Shape Keys |
Bone Weights | Bone Weights |
Text in backticks (Load, Auto Normalize, Merge by Distance, and so on) is the label the UI actually shows. If you use the window in Korean or Japanese, read the page for that language.
Reporting problems
Bugs, questions, and feedback: studioraming@gmail.com
When you report a problem, these details help us reproduce it quickly.
- Unity version (for example
2022.3.22f1) - Render pipeline (BRP / URP)
- Easy Mesh Editor version (the version badge in the window header, or the badge at the top of this site)
- The full Console log
- Steps to reproduce: which mesh you loaded, and what you pressed on which tab