MegaPipes generates pipe, tube and cable meshes between scene endpoints. Configure dimensions and materials, then build individual pipes or an entire network from code or Inspector context menus. Suitable for industrial scenes, infrastructure prototypes and simulation visualizations.
Features
• Start/end workflow with explicit runtime and edit-mode generation.
• Optional ground following through downward raycasts, with layer masks, height offset and endpoint projection.
• UV repetition by distance along the sampled path and around the circumference.
• Configurable radial detail, longitudinal spacing, ring limits and total vertex budgets.
• Optional caps and separate inward-facing geometry for double-sided rendering.
• Network manager for rebuilding all pipes or individual entries and measuring sampled lengths.
• Optional per-ring markers and per-entry support prefabs.
• Included C# source and an English offline guide with numbered tutorials and script reference.
Example world
Seven configured pipes demonstrate straight runs, ground following, an elevated cable and a three-entry network. Includes six basic URP materials, a support prefab, baked preview meshes and camera controls.
Compatibility
Separate packages target Unity 2022.3.62f2 / URP 14.0.12 and Unity 6.2 (6000.2.7f2) / URP 17.2.0. Unity UI and TextMesh Pro are required by the included optional toast script. The example uses URP. Other pipelines have not been validated for this release.
Scope
Generation is synchronous. Long routes use configurable budgets and 32-bit indices where required; performance and floating-point precision depend on the scene and target hardware. Rebuild after moving endpoints. General generated meshes are temporary and must be regenerated or explicitly saved. This is a geometry generator; spline editing, cable physics, obstacle routing, automatic LOD and generated colliders are not included.
Images: the simple platform with blue, orange and steel pipes shows the included example world. Other promotional images illustrate pipe setups in external environments; those environments, detailed support models and textured materials are not included.