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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.
If the model imports sideways or at the wrong size, correct the bake settings and rerun the process rather than compensating by scaling the generated prefab.

Generated structure

Assets/ZionMeshyMadness/
    Clean_Name/
        Model/
        Textures/
        Material/
        Prefab/
        Optimised/ or LOD/
Each run is versioned. Existing generated assets and the original source are preserved.