Working on a simple 3D game. Everything is aligned with the unit grid, and most meshes are a single unit cube in size. However, some objects, like conveyor belts, ladders, etc. might be made out of multiple copies of a single base model -- the original mesh fitting within the cube, but the final result stretching out over multiple. I can place multiple copies of the same object over and over, but it's slow and results in a lot of hierarchy clutter.
Is there an easy way, whether by vanilla Unity, something from the asset store, or a simple script, that I can make it so extending an object (either using the transform value or something else, I don't care) in the editor view results in a new mesh or new sub-object being added to the object, rather than just stretching it out?
For example, either by transforming my conveyor belt model or changing some other parameter, I'd be able to evenly add another square of conveyor belt, probably by adding another child object to it in the Hierarchy.
Bonus points if it has support for specific "endcap" models that automatically replace the models at either end.
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