Meshy Madness
Model preparation, material setup, optimisation and production LOD tooling for Unity 6.
Meshy ZIP Workflow
1. Choose the ZIP
Drag the downloaded archive onto the ZIP drop area or click Browse. The archive can remain on your desktop or anywhere else on your computer.
2. Read ZIP preflight
Preflight checks the archive before extraction and reports the model count, texture count, approximate extracted size and any warnings.
3. Clean the asset name
Meshy Madness suggests a cleaner production name by removing common download naming noise. You can edit the name before processing.
4. Choose the destination
The default destination is:
Assets/ZionMeshyMadness
Repeating the workflow with the same asset name creates another versioned folder rather than overwriting the previous result.
Transform and placement
Transform values are baked into new mesh data. The generated prefab receives clean identity transforms while the original source asset remains unchanged.
| Preset | Behaviour |
|---|---|
| Meshy Centimetres | Scale 100, Rotation -90, 0, 0 |
| Unity Metres | Scale 1, Rotation 0, 0, 0 |
| Z-Up Metres | Scale 1, Rotation -90, 0, 0 |
| Custom | Your own uniform scale and XYZ rotation |
Pivot options
- Preserve โ keeps the source pivot position.
- Centre โ moves the pivot to the centre of the combined renderer bounds.
- Bottom Centre โ places the pivot at the bottom centre of the object, useful for props placed on floors.
Grounding
Enable Ground on Y = 0 to move the generated result so its lowest visible point rests on the ground plane.
Colliders
- None โ creates no collider.
- Box โ creates one box collider from the object bounds.
- Mesh โ creates a non-convex Mesh Collider per mesh part.
- Convex Mesh โ creates a convex Mesh Collider per part, subject to Unity's convex complexity limits.
Generated structure
Assets/ZionMeshyMadness/
Clean_Name/
Model/
Textures/
Material/
Prefab/
Optimised/ or LOD/