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Meshy Madness

Model preparation, material setup, optimisation and production LOD tooling for Unity 6.

Troubleshooting

The tool is not in the Unity menu

Wait for Unity to finish compiling, then open:

Tools > Zion Games > Zion Meshy Madness

Resolve any unrelated compiler errors in the project first.

ZIP preflight fails

Confirm that the archive contains a supported model file and at least one texture.

Supported model extensions include FBX, OBJ, DAE, BLEND, GLTF and GLB, subject to importer support in the Unity project.

The model is sideways or extremely large

Start with the Meshy Centimetres transform preset. If necessary, use Custom and correct the baked scale and rotation.

The material looks wrong

Check the selected render pipeline, texture-map classification, normal-map import settings and metallic/roughness interpretation.

LOD values are rejected

LOD1, LOD2 and LOD3 must contain valid descending retention percentages.

Standalone FBX is disabled

Install Unity's official FBX Exporter package if you need standalone FBX output. Normal Meshy Madness output does not require it.

Unity reports texture path warnings

These warnings can occur during optional FBX export. Inspect the exported FBX before sharing it. The generated Unity prefab remains the primary output.

Convex collider creation fails

The generated mesh exceeds Unity's convex collider limits. Try Box, Mesh, None, or simplify the model further.

The optimised result loses too much detail

Increase the retained triangle percentage, choose a gentler triangle target or use a less aggressive LOD level.

Still stuck?
Open the generated Markdown report and comparison scene. They contain source/output counts, warnings and the side-by-side review information needed to diagnose most problems.

Final Review Checklist

  • The model faces the correct direction.
  • The model uses the intended real-world scale.
  • The pivot is suitable for placement or interaction.
  • The model rests on Y = 0 when grounding is enabled.
  • Base colour, normal, metallic, roughness, occlusion and emission behave correctly.
  • Every mesh part uses the intended material slot.
  • The silhouette remains acceptable through the LOD levels.
  • UV seams and fine details remain acceptable.
  • Colliders suit the intended gameplay usage.
  • The prefab has been tested in the target render pipeline.