← ClaudeAtlas

unity-procedural-meshlisted

Use when generating or modifying mesh geometry from code — the Mesh class, vertex/triangle/UV buffers, or the Mesh.MeshData advanced mesh API. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
IceMasterT/Unity-6.3_SKILLS · ★ 0 · AI & Automation · score 70
Install: claude install-skill IceMasterT/Unity-6.3_SKILLS
# Unity Procedural Mesh Generation ## Retrieval Sources | Source | Path | Use for | |--------|------|---------| | Meshes landing & terminology | `Manual/mesh.html`, `Manual/get-started-with-meshes.html`, `Manual/mesh-introduction.html` | Entry points into the whole mesh manual tree; defines mesh/vertex/index/topology vocabulary used everywhere else | | Select a mesh asset | `Manual/mesh-select-mesh-asset.html` | How to open the Mesh Inspector on a GameObject's mesh asset to eyeball generated data | | Mesh data landing page | `Manual/AnatomyofaMesh.html` | Index of the four mesh-data sub-pages (vertex/topology/index/deformable) below | | Mesh vertex data | `Manual/mesh-vertex-data.html` | Per-vertex attributes (position, normal, tangent, color, up to 8 UV channels, bone weights) and which `Mesh.Get*/Set*` pair backs each one | | Mesh topology data | `Manual/mesh-topology-data.html` | `MeshTopology` enum (Triangle/Quad/Lines/LineStrip/Points) and how topology determines index-group size | | Mesh index data | `Manual/mesh-index-data.html` | Index buffer semantics, shared vs. duplicated vertices, and Unity's clockwise winding-order rule for front-facing triangles | | Mesh data for deformable meshes | `Manual/mesh-data-deformable-meshes.html` | Blend shape vertex deltas and bind poses — the two deformable-mesh-only data types | | View mesh data visualizations | `Manual/view-mesh-data-visualizations.html` | Mesh Preview window modes (Wireframe, UV Checker, Normals, Tangents, Blen