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Current limitations

This applies to Easy Mesh Editor 1.0.0. What is listed here is not a bug. It is work this version does not do yet.

Missing features​

FeatureStatus
ExtrudeNot implemented
InsetNot implemented
BevelNot implemented

All three create new faces, so they are separate work and are not in this version. The Select & Move tab in this version can select, move, delete, separate, and merge existing faces. Topology changes are limited to delete, separate, and Merge by Distance. → Select & Move

Target limits​

  • Shape Keys and Bone Weights tabs work only with SkinnedMeshRenderer. A plain MeshRenderer supports Shape, Select & Move, and Save Mesh only.
  • When several meshes are edited together, every target must be an SMR for Shape Keys.
  • Meshes that cannot be read or written, non-triangle topology, and damaged mesh data are not guaranteed to edit correctly.

Bone weights​

  • Direct painting works within Unity's legacy four-slot range.
  • Bone influences of unpainted vertices beyond five are kept. → Variable bone weights

Shape keys​

  • A key with several frames has only its last frame (100%) edited. When you save, the middle frames are updated in proportion to that change. There is no way to shape the middle frames one by one.
  • If several keys share a name, only the one you clicked in the list is edited.
  • During a shape key edit, you cannot save an operation that changes the vertex count (delete or separate) as a key.

Scene view behavior​

  • Alt+click edge loop works only on a click without movement. This keeps Unity's Alt+drag Scene view rotation intact. → Select & Move
  • The axis symmetry shortcuts are Alt+Shift+X / Y / Z. Plain X Y Z and Alt+Z stay as Unity's tool handles and X-Ray, so this tool does not capture them.
  • Scene view shortcuts do not work while you type in a text field, and they do not change Unity's global Shortcut profile.
  • The Symmetric Paint (X) option on Bone Weights has (X) in its label, but it is turned on and off only with the checkbox in the window.

Window and automatic keeping​

  • If you have two or more windows open and scripts recompile, automatic keeping restores only one of them.
  • Automatic keeping has no check for whether anything changed. Even if you only pressed Load and did nothing else, the session is kept and restored.
  • If the editor closes unexpectedly, automatic keeping does not run. Instead, a checkpoint is saved at least every 60 seconds while there are unsaved edits, and the next time the window opens, a recovery banner offers to restore it.

Performance​

  • High-density meshes increase the cost of the Scene view overlay, exact box picking, skin pose calculation, and brush processing.
  • Opening several meshes together adds those costs. Load only what you need. → Multiple meshes
  • The snapshots that support structural undo have a memory limit. When the limit is reached, the oldest snapshots are dropped.

Runtime environment​

  • Unity Editor only. It is not a runtime feature for player builds.
  • Supported versions: Unity 2019.4 ~ Unity 6 (6000.0, 6000.3 LTS), Built-in RP and URP.
  • Installing the DLL edition and the source edition in the same project causes compile errors.
  • A source mesh outside the Assets folder (Unity built-in meshes, package meshes) is read-only and cannot be saved by Save Mesh. The window says so from Load on. 1.0 does not copy it for you, so copy the mesh into the Assets folder, assign the copy to the renderer, then load it again.

Recommendation​

Keep version control or a separate backup for important projects. Save Mesh does not overwrite the source asset, but the mesh that the renderer points to does change.

Reporting​

studioraming@gmail.com

  1. Unity version
  2. Render pipeline (BRP / URP)
  3. Easy Mesh Editor version (1.0.0)
  4. The full Console log
  5. Steps to reproduce