1.4 KiB
MeshSeparator
MeshSeparator provides a functionality of separating meshes contained BlendShape. Simply select a GameObject with skinned Meshes and click processing. The mesh splitting results are generated in the Assets folder. The model with sparse BlendShape data distributed in a large-volume mesh can be benefited from size reduction and performance improvements after mesh separation.
How to use
Select a GameObject contained skinned mesh and BlendShape (or drag and drop a GameObject to TargetObject field shown below):
From menu go to UniGLTF -> Mesh Utility -> MeshProcessing Wizard, select MeshSeparator and click process:
The separate meshes are saved in the Assets folder.
In the Hierarchy Window, click the generated GameObject and export.
In this example, the model's mesh are split into two parts: face and body:
| Face: with BlendShape | Body: without BlendShape |
|---|---|
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Note that if all the polygons of a mesh are used by BlendShape, MeshSeparator will not perform mesh separation.

