> For the complete documentation index, see [llms.txt](https://myty.gitbook.io/myty-kit/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://myty.gitbook.io/myty-kit/make-animation/7.-rigging-in-sprite-editor/mesh-in-unity.md).

# Mesh in Unity

## What is Mesh?

* Mesh is a **polygon that the Unity makes the image deformation.**&#x20;
* When you open the PSB through the <mark style="color:purple;">`sprite editor`</mark>, the **Unity2D system will create the polygons automatically**.

<figure><img src="/files/hwVH0jd63JTwjtjKph3t" alt=""><figcaption><p>Mesh will be created automatically by clinking 'Opne Sprite editior'</p></figcaption></figure>

### When do we need Mesh?

* Like a human body, we need to add bones to the image.

<figure><img src="/files/wT245XFSTmONuVJ4sD6f" alt=""><figcaption></figcaption></figure>

* With skeletal animation, you can make all the animations from a single sprite.
* When the polygon is defined inside the image, then its vertices can be manipulated to deform the image with the Unity Bone system.

## How to apply Mesh

1\. To create a mesh, you might need to select a <mark style="color:purple;">`PSB`</mark> in your project, when you see the inspector tab. Clicking the <mark style="color:purple;">`sprite editor`</mark> button will show the sprite editor popup window.

<figure><img src="/files/hYcomRchYY4H4SYBgbaa" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/3kg8V8ZObjt32Da5MbkH" alt=""><figcaption></figcaption></figure>

2\. Once you get the popup window, you will need to change the <mark style="color:purple;">`Sprite Editor`</mark> to the <mark style="color:purple;">`Skinning editor`</mark>.

<figure><img src="/files/3JBm2zg6595JuRtM2Lcz" alt=""><figcaption></figcaption></figure>

3\. You will see the auto-generated mesh when you tap the <mark style="color:purple;">`Auto Geometry`</mark> button. You can also Re-Generate the mesh if you don’t like it. In the options menu, you could choose the **detail of the outline**, **alpha tolerance** and **subdivide**. The options could be different for each image.

<figure><img src="/files/GqQLqcnRZC7sJUHGd9Ek" alt=""><figcaption></figcaption></figure>

4\. Because of the performance, **we recommend you manually adjust all the mashes as much as possible.**

For example, you might need to **clean up the useless vertexes**. This will helps you set the bone much easier. You can add or delete the vertexes through the <mark style="color:purple;">`Create Vertex`</mark> button.

<figure><img src="/files/4vF2xBKYoTk7SD2cDL5L" alt=""><figcaption><p>Process of adjusting vertexes</p></figcaption></figure>

<figure><img src="/files/uc1rUCZOkVh32FvGNrjt" alt=""><figcaption><p>(Left) Automatic generated mesh , (Right) Manually adjusted mesh</p></figcaption></figure>

5\. How to add bone?&#x20;

<figure><img src="/files/6UK4uJAxdPwklXRVpTyc" alt=""><figcaption></figcaption></figure>

Once you have finished your mesh, the next stage is **adding bones**. Click and drag to create the first bone, following your design.

Furthermore, if you want to adjust the Weights, click the <mark style="color:purple;">`Auto weights`</mark> button.

<figure><img src="/files/azuGEwuRCyCSCqpS6ZpG" alt=""><figcaption><p>Automatically applied weights</p></figcaption></figure>

<figure><img src="/files/t8MNbGvbUgO1dAwhR3ii" alt=""><figcaption><p>A sprite that moves along a bone with a weight applied</p></figcaption></figure>

6\. **Always, you will need to adjust weights for the vertex.** It’s up to you but remember, no pain no gain 🙂. There are two more useful tools that you can use for adjusting.&#x20;

* The <mark style="color:purple;">`Weight Slider`</mark> will help you if you want to set the value accuracy.
* <mark style="color:purple;">`Weight Brush`</mark> would be great if you don’t want to spend much time doing the rigging.
