Advanced Features
Spline path deformation
When the Unity Splines package (2.1.0+) is installed, a Spline Path field appears
under Modifiers. Assign a SplineContainer and enable it to bend the roof along the path.
| Mode | Behaviour |
|---|---|
DeformSmooth | The full panel surface follows the spline curvature |
DeformFlat | Each panel stays flat but is leveled to its center point on the spline |
RigidFollow | Panels stay rigid and are placed and oriented along the spline like segments of a chain |
Without the Splines package installed, this section is hidden and has no effect on the build.
For smooth results on tight curves with DeformSmooth, increase
lengthSegmentsPerPanel in the Mesh settings so there is enough geometry to bend.
Angled edge cuts
The Cut Settings trim the roof rectangle with an angled line at the start and/or end edge — ideal for gables and sloped roof ends:
- Mode —
Horizontalcuts the whole panel straight;Diagonalfollows the cut angle per vertex. - Start / End Angle — the cut angle at each edge; the sign selects which side the cut pivots from.
Cuts are applied during vertex generation, so changing the angles is non-destructive — the full grid is always regenerated from your parameters.
FBX baking & optimization
When the FBX Exporter package (5.0.0+) is installed, the System & Export section adds baking tools:
- New — bakes the current roof to a new FBX file and assigns it as the Target Asset.
- Bake Geometry to Asset — re-bakes into the currently assigned FBX asset (generates LOD0, LOD1, LOD2 meshes inside it).
- Preview Baked Mesh — displays the baked FBX instead of the procedural mesh.
Recommended workflow
- Design — adjust all parameters until the roof looks right in the scene.
- Create the asset — click New to make a target FBX in your project.
- Bake — click Bake Geometry to Asset to write the three LOD meshes into the FBX.
- Preview — enable Preview Baked Mesh to display the baked asset.
- Ship — drop the GameObject into a Prefab or move the FBX to other scenes.
Baking removes the runtime generation cost and produces a static mesh you can ship, batch, or hand off to another artist. At Play Mode / runtime, if a baked asset is assigned, ICR always displays it instead of generating procedurally — keeping builds fast and deterministic.
Troubleshooting
| Symptom | Cause / Fix |
|---|---|
| Roof looks flat, no waves | Check corrugationAmplitude and that waveProfile has more than one keyframe |
| Visible seam between columns | Panels overlap by exactly one wave by design — check verticalTiling / verticalOffset if the material tiles differently |
| Spline Path section missing | Install Unity Splines (2.1.0+) via the Package Manager |
| Baking tools missing / disabled | Install the FBX Exporter (5.0.0+) via the Package Manager |
| Editing settings does nothing in Play Mode | Live rebuild runs only in Edit Mode; call Rebuild() manually at runtime |
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