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First editing session

After reading this page you can go all the way from choosing a target to Save Mesh. You will also know how to pause edit input with Tab and how to undo everything with Discard edits.

1. Select and Load​

  1. In the Hierarchy, select one or more objects to edit. Child SkinnedMeshRenderer and MeshFilter + MeshRenderer components are found too.
  2. Open StudioRaming > Easy Mesh Editor.
  3. The start card shows the order Pick target → Load → Choose mode → Save Mesh. When the target row shows the number of renderers found, press Load.

To see which renderers were found before you load, expand the Load candidates list. Each row shows the name, the vertex count, the key count, and any warnings. Click a row to load only that renderer. Clear the selection to load every candidate. → Using the window

When loading finishes, the editing state starts. From this point the renderer uses the Work Mesh, not the source asset.

2. Edit​

Pick a tab and work.

What you want to doTab
Pull or inflate the surfaceShape → page
Move vertices or delete facesSelect & Move → page
Make a shape keyShape Keys → page
Paint bone weightsBone Weights → page

You can move between tabs freely. Use Ctrl+Tab for the next tab and Ctrl+Shift+Tab for the previous one. Selection, masks, and undo history stay when you switch tabs.

Undo uses Ctrl+Z. One brush stroke, one gizmo drag, one weight operation, and one structural change are each one undo step. → Session and undo

3. Tab: pause editing​

Sometimes you want only to move the camera in the Scene view, but clicks keep selecting things. Press Tab to turn off edit input. The session stays alive.

To turn editing back on, press Tab again, or press the start editing button shown in the Scene view.

note
Tab does not discard the session

Only Save Mesh or Discard edits end the editing session. Tab is an input switch.

4. Check the unsaved badge​

The badge on the target row shows the current state.

BadgeMeaning
SAVEDNothing has changed since Load
UNSAVEDThere are unsaved edits
EDITING KEYA shape key edit is not confirmed yet

While the badge shows EDITING KEY, Save Mesh is blocked. Use the bar pinned at the top of the window to press Save (confirm the key edit) or Cancel Key Edit first. → Shape Keys

5. Finish with Save Mesh​

When you are done, press Save Mesh.

  • <source name>_Edit.asset is created next to the source, and the renderer switches to that asset.
  • Vertices that no face uses are cleaned up once at this point.
  • Only meshes that changed are saved. A mesh with no changes is skipped, and the confirmation names how many are skipped. If no mesh changed, the window says Nothing to save: no mesh was changed. The session stays open. and the session stays open.
  • The session ends. To keep working, press Load again.

If you edited several meshes together, a result table appears for each target. A session whose save failed stays open, so you can fix the cause and try again. → Generated files

caution
Save Mesh is for the last step

If you need an intermediate save, use Save as New Key. It does not end the session, and it does not change the asset yet. → Quick capture in Shape Keys

6. Discard edits: throw everything away​

Discard edits throws away the whole current edit and returns the renderer to the source mesh. It asks for confirmation first. In the confirmation dialog, Enter and Esc both keep your work. Only the button that names the action runs it. A mesh already written by Save Mesh is not deleted.

Closing the window or entering Play Mode does not ask about unsaved edits. They are kept. In Play Mode the source mesh is shown, and the edits come back when you return to edit mode. → Session and undo