Mesh Tiler takes any packed geometry placed within an (optionally) provided reference plane and makes the edges tile. It does so by detecting any meshes that overlap the boundary and copying them to the other side to produce tiling. This is a useful workflow to, for example, generate a large variety of tiling textures by simulating objects falling to the ground and making them tile before baking.
See This video tutorial for more information.
This controls the type of output that will be produced from the tool.
Full Tile will make the output fully tileable (Used for baking), and
Piece Tile will produce an output similar to a puzzle piece (Used for instancing the tiled result).
Controls at which side the X axis should be tiling.
Controls at which side the Z axis should be tiling.
Export Ground Plane
Enabling this toggle will also export the planar surface used to tile around.
This slider controls what percentage of the geometry that got tiled should be kept. Lowering this number can reduce the appearance of a thicker border on the tile.
Enabling this will generate a heightfield from the output. This is useful for previewing what the result of a baked heightmap would look like. Easy to spot issues.
Visualize Overlapping Elements
This will color the border geometry on the generated heightfield red.
Controls the resolution of the generated debug Heightfield.
Sets the name of the attribute that will contain the unique id of each tiled element. If a piece gets tiled on for example one axis, two pieces will share a unique id.
Overlap Group Name
Sets the name of the group containing the newly tiled geometry that got generated inside the tool.