🛣️ EasyLine — Spline Mesh Deformation & Prefab Placement
**EasyLine** is a complete spline-based mesh deformation and prefab placement toolkit for Unity. Draw paths directly onto your terrain, attach any 3D model, and watch it automatically bend, tile, and connect along the curve — all in real-time, right in the Scene View.
Whether you're building winding mountain roads, industrial conveyor belts, fantasy bridges, or sci-fi piping — EasyLine handles the heavy lifting so you can focus on design.
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## 🎯 Key Features
### 🖌️ Draw, Don't Place
Forget manual object placement. EasyLine's **Draw Tool** lets you paint spline paths directly onto surfaces with click-and-drag precision. Smart continuation automatically extends your line, and mid-segment insertion lets you add detail without rebuilding.
### 🧩 One Mesh. Infinite Paths.
Assign any mesh or prefab to the spline and it instantly tiles along the entire path. Need variety? **Mixed Mesh mode** lets you sequence different models — alternate roads, drains, or barrier segments. Each element gets its own material, collision mode, and rotation constraints.
### ⚡ Deform or Stay Rigid — Your Choice
Toggle **Deform Mesh** on for organic bending (rivers, vines, cables) or off for rigid placement (fences, walls, train cars). EasyLine's **Chord Alignment** system ensures rigid segments connect with mathematical precision. The **Post-Deformation Vertex Merge** automatically closes gaps at seam boundaries — even on sharp curves.
### 🏗️ Production-Ready Physics
Generate optimized **MeshColliders** in real-time with adjustable simplification levels. Props can be auto-simplified to box colliders. **Static collider mode** keeps physics frozen during conveyor animation — saving massive CPU overhead at runtime.
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## 📦 Advanced Tools
### 🏗️ Spline Prefab Instantiator
Beyond simple meshes, the Instantiator allows you to scatter complex GameObjects along the spline.
* **Hybrid Deformation**: Toggle "Deform Meshes" to make child geometry bend with the curve while keeping scripts, lights, and VFX intact.
* **Precise Spacing**: Choose between "Total Count" or "Fixed Distance" to perfectly populate your path.
* **Natural Randomization**: Add jitter to position, rotation, and scale to create organic-looking forests, debris, or street props.
* **Preserve Geometry**: A single toggle ensures your prefabs keep their exact asset scale and shape, ignoring spline-based distortions.
### 💾 Bake & Export
When your path is ready for production:
* **Bake to Prefab**: Saves the deformed mesh and collider as standalone assets.
* **Export to OBJ**: Export for further editing in Blender, Maya, or any DCC tool.
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## 🚀 Quick Start
1. **Create a Spline**: Add the `BezierSpline` script to an empty GameObject or use the **Spline Draw Tool** icon in the main Unity toolbar.
2. **Draw the Path**: Click and drag in the Scene View to place anchor points. Use `Left Click` to add, and pull yellow handles to adjust curvature.
3. **Assign Mesh**: Add a `SplineMeshDeformer` component, drag a mesh into the **Source Mesh** slot, and it will conform to the path immediately.
4. **Use Mixed Meshes**: Enable `Use Mixed Meshes` to define multiple segments (e.g., Bridge -> Road -> Bridge) using indices.
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## 🌟 Perfect For
- **Roads & Infrastructure** (Highways, tracks, mountain paths)
- **Game Mechanics** (Conveyor belts, moving platforms, rail systems, tank treads)
- **Environment Art** (Rivers, vines, cables, fences, piping, industrial wiring)
- **Attractions** (Roller coasters, waterslides, race tracks with banking)
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## 📖 Documentation & Support
View the full documentation here:
👉 [EasyLine Official Documentation](https://sites.google.com/view/easyline-ripvertices/home?authuser=1)
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### 🛠 Technical Specifications & Troubleshooting
* **Forward Axis**: If your mesh faces sideways, change the local `Forward Axis` (X, Y, or Z) in the inspector.
* **Vertex Merging**: Enable `Post-Deformation Vertex Merge` to weld seams on continuous objects like hoses or pipes.
* **Point-Based Banking**: Select an anchor point and use the **Roll Angle** slider to create tilted race tracks or rollercoaster loops.
* **Performance**: For very complex scenes, use **Static Colliders** and ensure **Auto Live** is only on when editing.