Unity editor mesh tool

ShapeBuilder creates editable 2D and 3D meshes inside Unity.

Draw anchors, adjust Bezier tangents, generate geometry, then keep the object editable. The tool is built for concrete production tasks: gears, roads, pipes, signs, custom profiles, repeated props, and SVG-like mesh import.

ShapeBuilder V3 feature banner with gears, steels, pipes, and fountain examples

What it is

One workflow: create the shape, keep the construction visible, generate the mesh.

ShapeBuilder is not just a set of final prefabs. It gives you editable construction data: points, links, curves, profiles, mesh settings, and UV settings.

Dragon 2D graph shape generated with ShapeBuilder 2D graph shapes

Create filled shapes from anchors, links, holes, and imported SVG-like contours.

Gears generated with ShapeBuilder outline tools Bezier outline shapes

Extrude outlines along Bezier paths for pipes, roads, rails, frames, and decorative geometry.

Tree and wood objects placed along a spline Spline placement

Place repeated prefabs along curves with distance, tangent, and resolution controls.

ShapeBuilder UV visualizer editor window UV workflow

Preview cap, side, loop, linear, and planar UV mapping for texture-ready generated meshes.

How to use it

From editable spline to usable mesh.

01

Draw or import

Create a graph shape in Unity, place Bezier anchors, or import an SVG-like contour.

02

Edit the construction

Move anchors, tune tangents, link points, resolve intersections, and keep the source editable.

03

Generate the output

Build a 2D mesh, extrude an outline, add caps, create holes, or place prefabs along the curve.

04

Refine for production

Adjust resolution, smoothing, materials, UV mapping, and refresh the generated mesh.

Main tools

The core tools.

Each tool has a specific job. The point of the site is to show both the editing workflow and the final objects it can produce.

Shape2DGraphSpline

Build filled 2D meshes from editable graph anchors. Internally, ShapeBuilder works with paths, close to an SVG workflow: each path stores its own anchors and links, then the graph is resolved into loops before the mesh is generated.

For complex filled shapes, Shape2DGraphSpline supports two build rules: Even Odd and Non Zero. This helps handle holes, nested contours, and imported SVG-like shapes with predictable results.

  • Path-based construction like SVG contours
  • Anchor, tangent, and link editing
  • Intersection and loop resolution
  • Even Odd and Non Zero fill rules
Generated 2D gears shown in 4 by 5 format
Road editor view showing an OutlineBezierShape extruded along a spline

OutlineBezierShape

`OutlineBezierShape` starts from a 2D base profile and extrudes it along a spline. The result is a 3D mesh that still keeps the path and profile settings editable.

The 2D base can be generated directly from the component as a configurable regular convex polygon, with or without a hole. When a custom profile is needed, a `Shape2DGraphSpline` can also be assigned as the 2D base.

  • Round, polygonal, hollow, and custom profiles
  • Curved borders and smoothing controls
  • Strips, caps, and side surfaces
  • UV viewer with side, cap, and loop regions

SplinePlacer

Place repeated prefabs along a Bezier spline while keeping the path editable. It is made for trees, lamps, rails, props, and modular details that need to follow a designed curve.

  • Assign a spline, prefab, and output container
  • Fixed-count or distance-based placement
  • Tangent-aligned objects
  • Resolution and refresh controls for quick iteration
Tree and wood prefabs placed along a Bezier spline

Pricing

Choose the purchase flow that fits your Unity workflow.

ShapeBuilder is sold as a one-time license. Direct purchases are handled through Stripe, and the Unity package is sent to the email address used during checkout.

Unity Asset Store

$39.99

Available through the official Unity Asset Store for teams that prefer Unity package management, invoices, and account-based purchases.

  • Official Asset Store listing
  • Import from Package Manager
  • Unity account purchase history
  • Useful for studios with existing Asset Store workflows
View on Asset Store

Final renders

Examples made to show what ShapeBuilder can output.

These are not layout placeholders. They are the kind of finished result the site should use to prove what the tool can build.

Using it in Unity

How ShapeBuilder is used inside Unity.

ShapeBuilder is built around editable construction data. Start from a prefab or component, edit the paths and profiles in the Scene view, then generate the mesh when the result is ready. The full documentation explains each component and setting in detail.

Workflow overview

  1. Start from the ready-made prefabs, or add a ShapeBuilder component manually.
  2. Edit anchors, tangents, paths, profiles, fill rules, and placement settings.
  3. Use preview settings while working, then refresh the final mesh when needed.
  4. Inspect or adjust UV mapping before applying final materials.

Toolset

Shape2DGraphSpline Editable SVG-like 2D shapes built from paths, anchors, holes, fill rules, and imported contours.
OutlineBezierShape 3D meshes generated by extruding a 2D profile along a Bezier spline, with caps, strips, borders, and smoothing.
SplinePlacer Prefab placement along editable splines, with count, distance, path sampling, and tangent alignment controls.

UV mapping

ShapeBuilder keeps UV mapping inside the generated mesh workflow. 2D graph shapes can export a UV reference image, while extruded shapes can separate side faces, start caps, end caps, and loop regions into different atlas areas.

The UV Visualizer can be used to inspect the 0-1 atlas space, export PNG references, and manually drag side, cap, and custom loop zones when the mapping needs adjustment.

Documentation entry points

The inspector captures below are covered in the documentation page, with practical notes for setup, Bezier editing, Shape2DGraphSpline, OutlineBezierShape, SplinePlacer, SVG import, UV mapping, and troubleshooting.

Shape2DGraphSpline component in Unity inspector
Shape2DGraphSpline Build editable 2D meshes from graph paths, with intersection resolving, fill rules, resolution controls, SVG import, and UV export.
OutlineBezierShape component in Unity inspector
OutlineBezierShape Extrude generated or custom 2D profiles along a Bezier path, with profile, border, strip, cap, and UV settings.
SplinePlacer component in Unity inspector
SplinePlacer Scatter prefabs along a Bezier spline, using fixed counts, distance-based spacing, path sampling, and tangent orientation.
Unity SVG menu importer
SVG import Import external vector paths as editable Shape2DGraphSpline objects, then clean up anchors and generate meshes in Unity.
Open documentation

Credits

Third-party assets used in the examples.

Some demo scenes include external assets used for presentation. ShapeBuilder itself and the generated meshes are separate from these credited resources.