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Paint in Editor

Paint in Editor unlocks the ability to paint objects in your scene, great for making small tweaks or creating new texture sets.
Paint in Editor Asset Image Paint in Editor unlocks the ability to paint objects in your scene, great for making small tweaks or creating new texture sets.

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$60
Category:
ToolsPainting
Developer:
Carlos Wilkes
Price:
$60
Rating:
(184 reviews)
Favorites:
110
Supported Unity Versions:
2021.3.0 or higher
Current Version:
1.0.6
Download Size:
43.75 MB
Last Update:
May 22, 2024
Description:
Paint in Editor offers a user-friendly and fast way to paint objects in your scene. It supports painting meshes, skinned meshes, and sprites, making it easy to create seamless materials and decals with full PBR texture support. The package includes tools for mesh analysis, unwrapping, and remapping, as well as undo and redo functionality and an eraser. Custom shaders are also supported, and the package is configured for most of Unity's built-in shaders.

The package is ideal for making small tweaks or creating entirely new texture sets. It's also a great tool for artists who want to quickly analyze and fix mesh UV data, or for developers who need to paint 3D or 2D objects.

For more information, tutorials, and support, please visit the official website.

This package is compatible with MeshRenderer, SkinnedMeshRenderer, and SpriteRenderer GameObjects in edit mode. SpriteRenderer components with the default Draw Mode = Simple setting can be painted, but Sliced/Tiled or SpriteShape drawing is not supported. Custom shaders are supported, but they must use textures that are applied to the mesh using UV data.
Technical Details:
This asset uses the VarelaRound font under SIL OFL 1.1. The texture painting asset allows you to paint MeshRenderer, SkinnedMeshRenderer, and SpriteRenderer GameObjects in edit mode. SpriteRenderer components with the default Draw Mode = Simple setting can be painted - Sliced/Tiled or SpriteShape drawing is not supported. Custom shaders are supported, but they must use textures that are applied to the mesh using UV data (i.e. most shaders can be made to work).
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