1.0.0
Things to check when upgrading
Buyers of 0.1.x update to 1.0.0 for free. See Installation for how.
Save the open edits with Save Mesh or throw them away with Discard edits, close the window, and then update. If you installed the source (.cs) edition, delete it first. → Installation
The window tabs are Shape, Select & Move, Shape Keys, and Bone Weights. The buttons are Load, Save Mesh, and Discard edits. Saving a new key uses Save as New Key. In older pages, read the names as their counterparts here. → Using the window
In 0.1.x, only one of the renderers that share a source mesh could be opened. In 1.0.0 each one is loaded and edited on its own, and each result is saved on its own. → Multiple meshes
In a dialog that discards work, Enter means Keep as is and Esc means Cancel. Both keep your work. To run the action, press the button that names it.
New features
-
Unity 6 (6000.0, 6000.3 LTS) support included: the supported range is Unity 2019.4 ~ Unity 6 (6000.0, 6000.3 LTS), Built-in RP and URP. → Installation
-
Edit several meshes at once: pick MeshRenderer and SkinnedMeshRenderer targets from the Hierarchy or the candidate list. → Multiple meshes
-
Painted region tools: delete painted faces, hide a painted area with a Shrink key, or reduce vertices with partial reduction. Protecting vertices that existing expressions move is on by default. → Select & Move
-
Pen pressure for size and strength: apply pen pressure separately to
Pressure sizeandPressure strength, each from 0 to 100%. → Shape -
Mesh separation: separate by selection, by connected island, or by group (G0 to G9). Pieces are saved as files when you
Save Mesh. UVs, blend shape frames, and per-vertex bone influence counts carry over. → Select & Move -
Rebuilt Bone Weights tab: a bone tree, a heatmap, auto-normalize, a maximum influence count, symmetric painting, bone locking, merging a bone's weights into its parent, and transferring weights from another mesh, all in one tab. → Bone Weights
-
More Shape Keys tools: automatic mirror keys, a delta heatmap, importing keys from another mesh, key locking, merging applied values, and batch actions on several keys. → Shape Keys
-
Scene view overlay: on Unity 2021.2 and newer, the Scene view hints, tool panels, and shortcut sheet are drawn above Unity's native Scene view overlay. On 2019.4 and 2020 they are drawn the older way.
-
Connected Only in more places: the
Connected Onlyoption can also be turned on in the Scene view overlay and underDetailed settingsin Easy start. -
Edits are kept: a mesh being edited is kept without a prompt when you enter Play Mode, close the window or the scene, reload scripts, or quit the editor, and it comes back when you return. Checkpoints are saved at least every 60 seconds while there are unsaved edits. After an unexpected close, a recovery banner lets you choose to restore. → Session and undo
-
Save the scene during editing: saving a scene or prefab while you edit records the source mesh, and the editing session continues.
-
Output names: the result of
Save Meshis saved as<source name>_Edit.assetnext to the source. Assets made by other authors are not overwritten. → Generated files -
MingToon face proxy link: when MingToon opens a face proxy source, Easy Mesh Editor starts a session on that source mesh. This link needs the latest MingToon. → Shape Keys
-
Separate Selection and Delete buttons: when faces are selected,
Separate Selection (P)andDelete (X · N faces)appear under the selection tools. When grow, shrink, linked selection or a group assignment changes nothing, the window says why. → Select & Move -
Recovery banner and Play Mode card: the recovery banner tells the cases apart, and while Play Mode holds your edits the start card says
Your edits are kept. → Session and undo
Changes
- Actions you can undo run without a confirmation dialog. Only actions that write assets or discard work ask first. → Session and undo
Esccancels only the current stroke or size change. It does not discard a shape key edit.- If you have unsaved edits, the window does not load another target. It shows a notice instead.
- Creating a shape key with a name that already exists, and cancelling a key edit, ask for confirmation. What
EnterandEscdo in these dialogs is described inThings to check when upgradingabove. Save Meshsaves only meshes that changed. A mesh with no changes is skipped (no_Editcopy, no renderer swap), and the confirmation names how many are skipped. If no mesh changed, the window says "Nothing to save" and the session stays open.- An
_Edit.assetmade by 0.1.x is not treated as an output of 1.0, so saving the same mesh again in 1.0 does not overwrite it. It creates<source name>_Edit 1.asset. → Installation - A source mesh outside the
Assetsfolder cannot be saved bySave Mesh, and the window says so fromLoadon. → Current limits