Asset Tools
The Asset Tools section contains operators for building and managing LOD asset hierarchies and UV channels.
Create Asset Collection
Groups selected mesh objects into named collections by LOD base name. Objects without a _LOD# suffix are renamed to _LOD0 automatically. The LOD sequence must start at _LOD0 and contain no gaps — incomplete sets are skipped with a warning.
Copy as Next LOD
Duplicates each selected mesh object and increments its LOD number in the name (e.g. Chair_LOD0 → Chair_LOD1). The copy is placed in the same collection(s) as the source. The source object must already have a _LOD# suffix.
Decimate
Adds a Decimate modifier to each selected mesh object (or updates an existing one). The ratio can be adjusted in the Redo panel (F9).
Ctrl — Apply the modifier destructively (bakes the result into the mesh and removes the modifier).
Seams to Sharps
Marks every edge that has a UV seam as sharp on all selected mesh objects.
Shift — Invert: marks every sharp edge as a UV seam instead.
UV0 / UV1
Quick-access buttons for managing the first two UV channels (UV0 for textures, UV1 for lightmaps) on all selected mesh objects.
LMB |
Activate the UV channel (sets it as the active UV layer). |
Ctrl |
Set the UV channel as active for rendering. |
Shift |
Create the UV channel if it does not yet exist. |
Alt |
Remove the UV channel. |
Offset Instance UVs
Assigns a UVWarp modifier to each object in the selection, giving every instance in a set of linked duplicates a unique sequential offset value (0, 1, 2…) on the active UV channel. Multiple independent instance sets are handled separately.
Re-clicking the button is idempotent: it re-assigns offsets on the existing modifier.
Alt — Remove all UVWarp modifiers from selected objects.
Offset LOD UVs
Like Offset Instance UVs, but groups by LOD asset base name instead of by mesh data. All LOD variants of the same asset (e.g. TreeA_LOD0, TreeA_LOD1) receive the same offset, so the entire asset shifts as a unit. Different asset base names each receive a unique set index when multiple assets are selected.
Re-clicking is idempotent.
Alt — Remove all UVWarp modifiers from selected objects.