The system is meant to replicate the deformers and modifiers commonly used in 3D modeling programs like 3DS Max, Maya, Blender and Cinema 4D. I made a post on Reddit, explaining the features and limitations. If you (understandably) don't want to look through all the code, I'll list the important base classes.I'm looking for feedback and suggestions on my code. I think feedback related to optimization would help me the most.MeshModifiers/Code/Scripts/MeshModifiers/ModifierObject.csMeshModifiers/Code/Scripts/MeshModifiers/BaseClasses/MeshModifierBase.csAll the other classes are utility, or inherit from MeshModifierBase.ModifierObject.csusing UnityEngine;using System.Linq;using System.Collections;using System.Collections.Generic;namespace MeshModifiers{    [RequireComponent (typeof (MeshFilter))]    public class ModifierObject : MonoBehaviour    {        #region Public Properties        [Header (General)]        public bool autoUpdate = true;        [Range (0f, 1f)]        public float modifierStrength = 1f;        [Header (Surface)]        [Tooltip (MeshModifierConstants.NORMALS_QUALITY_TOOLTIP)]        public NormalsQuality normalQuality = NormalsQuality.LowQuality;        [Range (0f, 180f), Tooltip (MeshModifierConstants.SMOOTHING_ANGLE_TOOLTIP)]        public float smoothingAngle = 60f;        [Header (Performance)]        [System.NonSerialized, Tooltip (MeshModifierConstants.UPDATE_WHEN_HIDDEN_TOOLTIP)]        public bool updateWhenHidden = false;        [Range (1, MeshModifierConstants.MAX_MOD_FRAMES), Tooltip (MeshModifierConstants.MODIFY_FRAMES_TOOLTIP)]        public int modifyFrames = 1;        [System.NonSerialized]        public List<MeshModifierBase> modifiers = new List<MeshModifierBase> ();        [System.NonSerialized]        public bool refreshModifiersEveryFrame = true;        /// <summary>        /// Updated based on Unity's OnWillRenderObject and OnBecameVisible.        /// </summary>        public bool isVisible { get; private set; }        /// <summary>        /// The index that corresponds the current chunk of vertices being modified.        /// </summary>        public int currentModifiedChunkIndex { get; private set; }        /// <summary>        /// Local to the modifier object. Used to sync modifications that occur over multiple frames and require a time value.        /// </summary>        public float Time { get; private set; }        #endregion        #region Backed Properties        private MeshFilter filter;        public MeshFilter Filter        {            get            {                if (filter == null)                    filter = GetComponent<MeshFilter> ();                return filter;            }            set { filter = value; }        }        private Mesh mesh;        public Mesh Mesh        {            get            {                if (mesh == null)                    mesh = filter.mesh;                return mesh;            }            set { mesh = value; }        }        #endregion        #region Private Properties        private Vector3[] baseVertices;        private Vector3[] modifiedVertices;        private Vector3[] baseNormals;        private Vector3[] modifiedNormals;        #endregion        #region Unity Methods        void Awake ()        {            Filter = GetComponent<MeshFilter> ();            ChangeMesh (Filter.mesh);        }        void Start ()        {            RefreshModifiers ();            StartCoroutine (AutoApplyModifiers ());        }        void OnWillRenderObject ()        {            isVisible = true;        }        void OnBecameInvisible ()        {            isVisible = false;        }        #endregion        #region Main Methods        /// <summary>        /// Modifies the whole mesh, as one chunk.        /// [HINT]: This method only changes the internal data, call ApplyModifications for the mesh data to reflect the internal data.        /// </summary>        public void ModifyAll (bool invokePreMods = true, bool invokePostMods = false)        {            int[] useableModifiers = GetUseableModifiers ();            if (invokePreMods)                InvokePreMods (useableModifiers);            ModifyChunk (0, baseVertices.Length, useableModifiers);            if (invokePostMods)                InvokePostMods (useableModifiers);        }        /// <summary>        /// Modifies the whole mesh, as one chunk.        /// [HINT]: This method only changes the internal data, call ApplyModifications for the mesh data to reflect the internal data.        /// </summary>        /// <param name=modifierIndexes>Represent indexes of modifiers in the 'modifiers' list that will be applied to the mesh.</param>        public void ModifyAll (int[] modifierIndexes, bool invokePreMods = true, bool invokePostMods = false)        {            if (invokePreMods)                InvokePreMods (modifierIndexes);            ModifyChunk (0, baseVertices.Length, modifierIndexes);            if (invokePostMods)                InvokePostMods (modifierIndexes);        }        /// <summary>        /// Modifies chunk of the mesh. If modifiersIndexes is null, all useable modifiers will be applied.        /// [HINT]: This method only changes the internal data, call ApplyModifications for the mesh data to reflect the internal data.        /// [HINT]: Any modifiers that inherit the PreMod or PostMod method won't work without InvokePreMods and/or InvokePostMods being called. This allows you to call those methods once (before a set of chunks are processed), rather than everytime you change a chunk.        /// </summary>        /// <param name=startIndex></param>        /// <param name=stopIndex></param>        /// <param name=modifierIndexes>Represent indexes of modifiers in the 'modifiers' list that will be applied to the chunk.</param>        public void ModifyChunk (int startIndex, int stopIndex, int[] modifierIndexes = null)        {            // If modifierIndexes are not supplied, use all useabled modifiers.            if (modifierIndexes == null)                modifierIndexes = GetUseableModifiers ();            // For each vertex in this chunk...            for (int currentVert = startIndex; currentVert < stopIndex; currentVert++)            {                // For each modifier...                for (int currentMod = 0; currentMod < modifierIndexes.Length; currentMod++)                    modifiedVertices[currentVert] = modifiers[modifierIndexes[currentMod]].ModifyOffset (modifiedVertices[currentVert], modifiedNormals[currentVert]);                PostModPointOperation (currentVert);            }        }        /// <summary>        /// Call this after calling ModifyAll or ModifyChunk for the changes to be applied the the actual mesh.        /// </summary>        public void ApplyModifications ()        {            // Update the mesh's vertices to reflect the modified vertices.            Mesh.SetVertices (modifiedVertices.ToList ());            // Update the normals.            RefreshSurface (normalQuality);            Mesh.RecalculateBounds ();            // Reset the modded vertices to their base state so next frames modifications are based on the original vertices.            ResetVerticesAndNormals ();        }        /// <summary>        /// A safe way to change the modified mesh.        /// </summary>        /// <param name=newMesh></param>        public void ChangeMesh (Mesh newMesh)        {            Filter.mesh = newMesh;            Mesh = Filter.mesh;            Mesh.MarkDynamic ();            baseVertices = (Vector3[])Filter.sharedMesh.vertices.Clone ();            baseNormals = (Vector3[])Filter.sharedMesh.normals.Clone ();            ResetVerticesAndNormals ();        }        /// <summary>        /// Recalculates normals.        /// </summary>        public void RefreshSurface (NormalsQuality normalsQuality)        {            if (normalsQuality == NormalsQuality.None)                return;            switch (normalsQuality)            {                case NormalsQuality.LowQuality:                    Mesh.RecalculateNormals ();                    break;                case NormalsQuality.HighQuality:                    Mesh.RecalculateNormals (smoothingAngle);                    break;            }        }        /// <summary>        /// Updates the list of modifiers, including their order of execution.        /// </summary>        public void RefreshModifiers ()        {            modifiers = GetComponents<MeshModifierBase> ().ToList ();        }        /// <summary>        /// Reverts any changes made to the vertices and their normals, and updates the base vertices and normals in case custom code has changed the mesh.        /// </summary>        private void ResetVerticesAndNormals ()        {            modifiedVertices = (Vector3[])baseVertices.Clone ();            modifiedNormals = (Vector3[])baseNormals.Clone ();        }        #endregion        #region Utility Methods        /// <summary>        /// Returns the number of vertices and handles missing references        /// </summary>        /// <returns></returns>        public int GetVertCount ()        {            return (Filter.sharedMesh) ? Filter.sharedMesh.vertexCount : 0;        }        /// <summary>        /// Returns the position of a vertex and handles missing references.        /// </summary>        /// <param name=index></param>        /// <returns></returns>        public Vector3 GetVertPosition (int index)        {            return (Filter.sharedMesh) ? transform.rotation * Filter.sharedMesh.vertices[index] : Vector3.zero;        }        /// <summary>        /// Returns the world position of a vertex at the given index and handles missing references.        /// </summary>        /// <param name=index></param>        /// <returns></returns>        public Vector3 GetVertWorldPosition (int index)        {            return transform.position + GetVertPosition (index);        }        /// <summary>        /// Gets the number of vertices being modified each frame.        /// </summary>        /// <returns></returns>        public int GetModifiedVertsPerFrame ()        {            return GetVertCount () / modifyFrames;        }        /// <summary>        /// Gets the number of vertices being modified per second.        /// </summary>        /// <returns></returns>        public int GetModifiedVertsPerSecond ()        {            return (int)(60f * (GetModifiedVertsPerFrame () * UnityEngine.Time.deltaTime));        }        /// <summary>        /// Returns the current state of the modified vertices.        /// </summary>        /// <returns></returns>        public Vector3[] GetCurrentVerts ()        {            return modifiedVertices.Clone () as Vector3[];        }        /// <summary>        /// Returns an array of the vertices' world positions.        /// </summary>        /// <returns></returns>        public Vector3[] GetCurrentWorldVerts ()        {            Vector3[] worldVerts = GetCurrentVerts ();            for (int i = 0; i < worldVerts.Length; i++)                worldVerts[i] = (Mathx.Vectorx.Multiply (transform.rotation * worldVerts[i], transform.localScale)) + transform.position;            return worldVerts;        }        /// <summary>        /// Returns an array of modifiers that wants to be used.        /// </summary>        /// <returns></returns>        public int[] GetUseableModifiers ()        {            RefreshModifiers ();            List<int> modIndexes = new List<int> ();            for (int i = 0; i < modifiers.Count; i++)            {                if (modifiers[i] == null)                {                    modifiers.RemoveAt (i);                    i--;                    continue;                }                if (modifiers[i].update)                    modIndexes.Add (i);            }            return modIndexes.ToArray ();        }        /// <summary>        /// Returns the bounds of the original mesh.        /// </summary>        /// <returns></returns>        public Bounds GetBounds ()        {            return new Bounds (Filter.mesh.bounds.center, Filter.mesh.bounds.size);        }        #endregion        #region Internal Utility Methods        /// <summary>        /// Should this object perform modifications to the mesh?        /// </summary>        /// <returns></returns>        private bool CanModify ()        {            return (isVisible || updateWhenHidden) && autoUpdate;        }        /// <summary>        /// Finds the number of vertices that can't be grouped in the chunks.        /// </summary>        /// <param name=vertCount></param>        /// <param name=chunkSize></param>        /// <param name=chunkAmount></param>        /// <returns></returns>        private int CalcVertRemainder (int vertCount, int chunkSize, int chunkAmount)        {            return vertCount - (chunkSize * chunkAmount);        }        /// <summary>        /// Invokes the PreMod methods on all of the modifiers.        /// </summary>        /// <param name=modIndexes></param>        private void InvokePreMods (int[] modIndexes)        {            for (int i = 0; i < modIndexes.Length; i++)                modifiers[modIndexes[i]].PreMod ();        }        /// <summary>        /// Invokes the PostMod methods on all of the modifiers.        /// </summary>        /// <param name=modIndexes></param>        private void InvokePostMods (int[] modIndexes)        {            for (int i = 0; i < modIndexes.Length; i++)                modifiers[modIndexes[i]].PostMod ();        }        /// <summary>        /// This is where any final modifications will be performed.        /// </summary>        /// <param name=currentVertex></param>        private void PostModPointOperation (int currentVertex)        {            if (!Mathf.Approximately (modifierStrength, 1f))                modifiedVertices[currentVertex] = Vector3.Lerp (baseVertices[currentVertex], modifiedVertices[currentVertex], modifierStrength);        }        #endregion        #region Coroutines        /// <summary>        /// Does ApplyModifiers over x frames to lessen performance impact.        /// </summary>        /// <returns></returns>        private IEnumerator AutoApplyModifiers ()        {            while (true)            {                if (CanModify ())                {                    // The current chunk index starts at zero.                    currentModifiedChunkIndex = 0;                    // Store the number of splits in a local variable so that if modifyFrames is changed before the modifications are complete, nothing will get messed up.                    int chunks = modifyFrames;                    // Find the approximate number of vertices in a single split.                    int chunkSize = Mesh.vertexCount / chunks;                    // Increment time based on how much approximate time will have passed when the mods are done.                    Time += UnityEngine.Time.deltaTime * chunks;                    InvokePreMods (GetUseableModifiers ());                    // For each chunk...                    for (int currentChunkIndex = 0; currentChunkIndex < chunks; currentChunkIndex++)                    {                        if (refreshModifiersEveryFrame)                            RefreshModifiers ();                        ModifyChunk (chunkSize * currentChunkIndex, chunkSize * (currentChunkIndex + 1) + ((currentChunkIndex + 1 == chunks) ? CalcVertRemainder (GetVertCount (), chunkSize, chunks) : 0), GetUseableModifiers ());                        // The current chunk's modifications are finished so the next chunk will start being processed.                        currentModifiedChunkIndex++;                        // Wait a frame.                        yield return null;                    }                    // Update the mesh to reflect the new modifications.                    ApplyModifications ();                    InvokePostMods (GetUseableModifiers ());                }                else                    yield return null;            }        }        #endregion    }}MeshModifierBaseusing UnityEngine;namespace MeshModifiers{    [RequireComponent (typeof (ModifierObject))]    public abstract class MeshModifierBase : MonoBehaviour    {        #region Public Properties        public bool update = true;        #endregion        #region Private Properties        protected ModifierObject modObject;        private Mesh mesh;        #endregion        #region Unity Methods        void Awake ()        {            modObject = GetComponent<ModifierObject> ();        }        #endregion        #region Main Methods        /// <summary>        /// Performs any calculations that shouldn't be executed for each vertice.        /// An example would be updating the modifiers reference to the meshes new bounds.        /// </summary>        public virtual void PreMod () { }        /// <summary>        /// Performs any calculations that shouldn't be executed for each vertice, after the modification is complete.        /// An example would be updating the modifiers reference to the meshes new bounds.        /// </summary>        public virtual void PostMod () { }        public Vector3 ModifyOffset (Vector3 position, Vector3 normal)        {            if (update)                return _ModifyOffset (position, normal);            else                return position;        }        protected abstract Vector3 _ModifyOffset (Vector3 basePosition, Vector3 baseNormal);        public virtual void DrawEditorGUI ()        {            update = GUILayout.Toggle (update, Update);        }        #endregion    }}
Mesh Modifier System in the Unity Game Engine using C#
c#;performance;entity component system;unity