Mesh Cut & Optimize trims away the parts of your meshes that players never see — the geometry hidden below the terrain or buried inside other meshes — straight inside the Unity Editor. No exporting to Blender, no manual re-modeling. Fewer vertices and triangles mean less GPU load and a lighter scene.
Perfect for level design: drop rocks, debris, props and buildings onto your terrain, then cut off everything beneath the surface in a couple of clicks.
KEY FEATURES
• Cut by Terrain — remove geometry hidden under the active terrain.
• Cut by Meshes — remove geometry that intersects other selected meshes (BVH-accelerated).
• Per-mode Offset, Invert Cut and Cap Holes options.
• Batch processing: Cut All / Re-cut All across the scene.
• Non-destructive: Restore Original Mesh at any time (single or all).
• Weld modes (Safe / Strict / PositionOnly) and Optimize & Cleanup for generated meshes.
• Results are saved as reusable mesh assets; the editor-only marker component is stripped from builds automatically.
• Console logging toggle.
COMPATIBILITY
• Render-pipeline independent — works with Built-in, URP and HDRP. It operates on mesh geometry and reuses each object's existing materials: no shaders, no pipeline-specific setup.
• Editor-only tool (not included in builds).
• Source meshes must have Read/Write Enabled in their import settings (standard Unity requirement for mesh editing).
GOOD TO KNOW
Cuts are evaluated at the source mesh's triangle resolution, so the tool shines on reasonably detailed meshes (rocks, sculpts, scanned props). It removes hidden geometry — it is not a boolean/CSG operation (a boolean subtract mode is on the roadmap).
INCLUDED
• Full documentation: Quick Start, User Guide, Reference, plus a combined PDF guide.
• In-Editor Help menu.
Support & feedback: kidgamesoftware@gmail.com