Mesh Animation for Unity OFFICIAL SALE

DOCUMENTATION


Mesh Animation gives your objects personality without a single

animator, shader, or rigged bone. Every effect operates directly

on mesh vertices at runtime - works on any MeshFilter, any mesh,

any render pipeline.


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✅ WHAT'S INCLUDED

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💥 Hit Squash

  • The mesh flattens on impact and snaps back like rubber.
  • Hit a crate from above - it squashes down, then bounces back up.
  • Control which part absorbs the hit: top, bottom, or centre.
  • Want it to stay crushed? Toggle "Return to Original" off.

🫧 Death Bloat

  • The mesh puffs outward like an inflating balloon, then collapses.
  • Flip to Inward mode for the opposite: a vacuum-suck implosion.
  • Add auto-destroy after collapse for instant cleanup.

🌊 Jelly Tap

  • A wobbling wave spreads out from exactly where you touched the mesh.
  • Poke a jelly cube - the ripple starts at your finger, not the centre.
  • Works from any world-space point, so every tap feels unique.

🌬️ Breathe

  • The mesh gently expands and contracts on a loop, like it's breathing.
  • Perfect for ambient life - a sleeping creature, a pulsing orb, a living wall.
  • Amplitude and falloff control how dramatic the pulse feels.

🏗️ Building Emerge

  • The mesh rises up from underground with a satisfying squash-and-pop landing.
  • Spawn a building, a character, or a prop as if it's erupting from the earth.
  • The mid-air squash and snap on landing make every appearance feel physical.

🌀 Twist

  • Vertices rotate around an axis - like wringing out a wet cloth.
  • A pillar winds up, holds, then unwinds back to rest.
  • Yoyo mode swings left → right → centre for a pendulum feel.
  • A curve controls how much each part of the mesh participates.

🔴 Dent Impact

  • Hits leave permanent dents that accumulate across multiple strikes.
  • Hit a metal panel repeatedly - each blow leaves a deeper crater.
  • Dents follow the surface curve, so craters look correct on rounded meshes.
  • Includes an undo stack to reverse individual hits if needed.

🔵 Shockwave Ring

  • A ring-shaped ripple expands outward from the impact point.
  • A bomb explodes - a visible wave rolls across the ground mesh.
  • Control ring width, speed, and how fast the wave fades out.
  • Multiple rings stack together when hits overlap.

🤸 Stretch Pull

  • The mesh stretches from one end toward the opposite side like taffy.
  • Pull a character upward - the body elongates and the base squashes down.
  • Volume-conserving squash keeps the overall silhouette believable.

🌫️ Morph Noise

  • The surface breathes and writhes with layered Perlin noise over time.
  • Give a lava blob, alien skin, or magic shield a constantly shifting surface.

💦 Melt Droop

  • Vertices above a horizontal line start drooping downward.
  • Lower the melt line progressively for a real-time melting effect.

📄 Crumple Collapse

  • Each vertex collapses with its own timing and wobble,
  • so the result looks like paper being crumpled - not a uniform shrink.
  • Three modes: random chaos, peeling from the outside inward,
  • or pure timing noise for a subtler organic collapse.

💨 Vertex Scatter

  • Vertices fly apart in all directions, then fall and settle.
  • An explosion sends debris outward with realistic gravity pull.
  • Restrict scatter to the top half of the mesh for a surface burst.
  • Call Reseed() before each hit for a unique pattern every time.

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🔧 ARCHITECTURE

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  • One component - MeshAnimation - on any MeshFilter object. No ScriptableObject assets, no prefab variants, no setup scenes.

  • Add animations via the "Add Animation" button in the Inspector.The menu is auto-populated - any new effect subclass appears automatically, no hardcoded lists.

  • Legacy Input and the new Input System package.MeshAnimationInteract: a single interaction component with six
    independent trigger types - Hover, Hold, Proximity, Impact,
    Scroll, and Spawn. Enable only the sections you need;
    disabled sections have zero runtime cost. Supports both
  • Collider sync: MeshCollider, BoxCollider, SphereCollider, and CapsuleCollider all update automatically each LateUpdate so physics follows the deformed shape.

  • Edit Mode preview: scrub any animation in the Inspector without entering Play Mode. The mesh updates in the Scene view in real time.

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🛠 REQUIREMENTS

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  • DOTween (free or Pro) - available on the Asset Store
  • Meshes must have Read/Write Enabled in Import Settings
  • Works with Built-in, URP, and HDRP render pipelines

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🚀 GET STARTED IN MINUTES

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Add MeshAnimation to any object with a MeshFilter →

click Add Animation → pick an effect →

hit Play in the Inspector → ship.



🔥 Other assets:


⭐️ Feedback and feature requests are always welcome.