Deform

Deform

LaunchedJun 20197y

UpdatedOct 20241.7yAbandoned?

Beans

Recent trend data isn't available for this listing.
5.0
51 reviews total
See store for pricingtools

Price history

Tracked store price

No tracked price history is available for this asset yet.

No tracked price history is available for this asset yet.

Signals

Momentum (24h)+147 views
Recent Sentiment
Recent trend data isn't available for this listing.
Package size0.19 MB

AI Reviews Analysis

Editor's Cut

Pros

This asset is widely praised for its exceptional ease of use, intuitive workflow, and high-quality performance across various platforms, including mobile. It offers a versatile suite of deformation tools that are surprisingly robust for a free product, with many users highlighting the responsive developer support and the ability to achieve complex mesh manipulations that often require expensive alternatives. The inclusion of helpful gizmos and a clean editor interface allows for rapid prototyping and implementation, making it a standout utility for both beginners and experienced developers.
While this is an impressively powerful and generous free tool for rapid mesh deformation, its dependency bloat and occasional stability issues make it a risky choice for production-critical pipelines without thorough vetting.

Cons

The primary drawbacks involve significant bloat due to excessive package dependencies and occasional installation conflicts with the Unity Package Manager. Some users report inconsistent behavior or failure to deform meshes on specific Unity versions, while others note a lack of comprehensive, up-to-date documentation and a limited number of advanced examples. Additionally, there are requests for more granular control, such as direct C# API access for array-based deformations and missing specific deformation types, which can hinder professional workflows requiring high-performance, large-scale object manipulation.
Legacy Software: this asset was last updated 1.7 years since update. Verify compatibility before purchase.

Render pipelines

None flagged

Description

FEATURES

• Lightning fast!

• Fully multi-threaded!

• 40+ deformers!

• Meshes can be saved!

• Easily extendable!

• Works in worldspace!

• Custom editors and handles!


DOCUMENTATION

Installation

Getting Started

Creating a Custom Deformer

Optimization Tips


LIMITATIONS

Deform runs on the CPU. While it is incredibly fast, you should not expect to get performance comparable to vertex shaders. Because meshes are modified on the CPU each mesh has to be unique. This means that, unless dynamically batched (which comes with its own performance costs), each mesh will require a new draw call. Deform is not meant to be used at a massive scale. If you need to deform an entire world, tons of meshes, or an incredibly high poly model use vertex shaders.


Use shaders if you need speed, use Deform if you need modularity and ease-of-use.


ACKNOWLEDGEMENTS

Thanks to Thomas Ingram for going the extra-mile to help with editor scripting.

Thanks to Alexander Ameye, William Besnard, Raphael Herdlicka and David Carney for beta testing and giving crucial feedback.


Additional massive thanks to the following contributors for helping develop Deform into the best tool it can be:

sabresaurus, Brullworfel, favoyang, and HitCache


CONTACT

I love seeing creative and cool uses of this tool. If you make something you're proud of I'd be honored if you showed it to me!


You can find me on the interwebs at these addresses:

email

twitter

website


If you need help with Deform, I'd love it if you created an issue on the repository instead of sending an email so other people can find the solution. That being said, feel free to reach out about anything! I'm always happy to talk shop :)

Key features

FEATURES:

  • Calculations are multithreaded with the job system to make the most of system resources and lighten the load on the main thread.
  • Mesh data/operations use Burst-friendly data types (float3, float4x4 etc) for shader-like effect-authoring, and high performance compiled code.
  • Deform provides a framework for easily authoring performant mesh effects. Simply derive your class from Deformer to get started. Tutorial can be found here.
  • Deformable meshes can be exported to .OBJ or Unity's native mesh asset format. FBX export is not supported, but you can use other tools like Unity's FBX Exporter package.
  • Deformables can be automatically stripped from scenes in builds and when entering play-mode if you are not using Deform for runtime effects.
  • Whenever sensible, every deformer is authored to work in worldspace. This means you can create a single effect, that can be shared seamlessly by multiple objects in the world.
  • Most Deformer parameters are represented intuitively in the scene via custom handles.

SUPPORTED OS:

  • Nothing is OS-specific, but be careful with performance on mobile and low-end hardware.

DOCUMENTATION:

Here :)