A downloadable tool

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A fully-featured deformer system for Unity. Deform is multi-threaded with the Job System, compiled with Burst and calculations are done using the Mathematics library.

Get the source for free here.

Features

  • Lightning Fast!
  • Fully multi-threaded!
  • 40+ modular deformers!
  • Easily extendable!
  • Works in worldspace!
  • Custom editors and handles!

Documentation

You can find all the deformers here, and their editors here.

Author's Note

Thanks so much for checking out Deform! It's been my passion project since 2016 and has undergone 4 rewrites! For a long time I planned to charge money for this tool, but I've decided to release it for free for a few reasons:

  1. I'm self-taught and still quite young. I take pride in this, but it's made it hard to "get a foot in the door". I don't have a college to help me get an internship or a degree to vouch for my skill so I need to show my programming prowess by making badass projects. I could sell Deform but I see that as a short-term solution. My long-term goal is to make awesome tools for an awesome company. Making my projects free and open-source is the best way to get my code in the hands of a possible employer.
  2. I wouldn't have been able to make this tool if the game-dev community wasn't so supportive. I want to give back to the community in some way.
  3. Now that it's open-source other people can contribute to the project! I think Deform is awesome right now, but there's always room for improvement and I'm excited to see what cool stuff people want to add!

If you work at, or know an awesome studio that is looking for an intern or junior developer, please reach out! email | twitter | website

Download

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Click download now to get access to the following files:

Deform 1.0.0

Comments

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(1 edit)

So far so good, I'm really enjoying how fast it is and how well it handles complex colliders as well!
Everything is fine, until you add Prefabs or nested ones: looks like it requires some extra manual work to have it working :)

Would be useful if you specify where exactly the Deformer component needs to reside: I'm pretty sure it has to be on the same transform that contains a mesh, but some people could assume that it could work like, putting at the base of a complex hierarchy of the base.

It would also useful to know if it works or should work when in Prefab editing mode.

How does it handle instancing? Is it safe to create a prefab with a deformable inside?

Would the deform use the same shared cloned mesh (would be cool if Deformer asked about tweaking the original mesh asset to be marked as read/write, which seems to be an implicit prerequisite) or is it going to create a clone of the mesh even if the deform is "in prefab space"?

Everything is pretty straightforward until you get to some corner case: I'd suggest to work on creating some documentation about it: it's vital when you have to work in teams and is definitely something companies would appreciate to see ;)


This is really an amazing work, thanks for creating it :)

(1 edit)

Thanks for the review! I'm glad you're liking it so far! All of your questions are great and I'll try and answer them as best as I can:

  • "Everything is fine, until you add Prefabs or nested ones: looks like it requires some extra manual work to have it working"

Can you elaborate? It should work fine with prefabs, but if it doesn't I'd love to fix/improve it.

  • "I'm pretty sure it has to be on the same transform that contains a mesh, but some people could assume that it could work like, putting at the base of a complex hierarchy of the base."

Deformers can actually be anywhere in the scene and on any GameObject. Prefabs will obviously lose references to deformers that aren't also in the prefab, but there's nothing I can do about that. If you haven't already, check out the Getting Started video! It explains some interesting features of deformers that may not be immediately apparent.

  • "How does it handle instancing? Is it safe to create a prefab with a deformable inside?"

Yes! Each deformable instance will have a unique mesh.

  • "would be cool if Deformer asked about tweaking the original mesh asset to be marked as read/write, which seems to be an implicit prerequisite"

You're totally correct! I'm actually working that right now. Some things just slip through the cracks ¯\_(ツ)_/¯  It will now show a warning box and log a more informative error.

  • "I'd suggest to work on creating some documentation"

I'm gonna be working on that for sure! I agree, it's very important.