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Tree Cutter & Log Prefab Generator

Create stump, detachable tree-top, and log-section prefabs from static trees, with Scene view previews and optional Branch Pruning (Beta).

Turn the static tree prefabs you already own into reusable stump, detachable tree-top, and log-section prefabs directly inside Unity. Tree Cutter & Log Prefab Generator is an editor-only authoring tool for preparing trees for survival, crafting, farming, building, resource-gathering, and similar games. Choose a source tree prefab, configure and preview the cuts, then generate organized prefab parts without modifying the original asset.

Quick workflow

  1. Select a static tree prefab from the Project window.
  2. Choose Stump And Top or Trunk Sections mode.
  3. Configure and preview the cut in the Scene view.
  4. Generate the new prefabs into a separate output folder.

Non-destructive and editor-only

Generated content is written to a separate folder under Assets — source prefabs are never modified. Generated cut surfaces use separate child renderers, preserving the original renderer's submesh and material-slot mapping.

This asset prepares prefabs in the Unity Editor. It does not include runtime mesh cutting, damage handling, axe mechanics, inventory integration, or a complete tree-chopping gameplay system — there are no runtime scripts, so you connect the generated prefabs to your own physics and gameplay systems.

Compatibility

  • Verified with Unity 6000.4.
  • Supports Built-in Render Pipeline, URP, and HDRP projects.
  • Source-tree materials must be compatible with the active render pipeline; included demonstration shaders cover Built-in and URP.
  • Source prefabs need static geometry (MeshFilter + MeshRenderer), triangle topology, and Read/Write Enabled meshes.

Key features

  • Two generation modes: Stump And Top (stump + detachable tree-top) and Trunk Sections (log-section prefabs by count or length).
  • Scene view cut preview with draggable plane handles and optional exploded geometry preview.
  • Optional Branch Pruning (Beta): classify wood/foliage, place branch-cut discs, verify with Exact Result Preview.
  • World-axis, local-axis, and custom cut orientations, plus reusable generation presets.
  • Automatic flat cut caps and an extensible ScriptableObject API for custom cut-cap geometry.
  • Cap UV mapping (fit-to-cut or world-scale) with texture rotation and optional custom cut-surface material.
  • Collider updates for MeshCollider, BoxCollider, CapsuleCollider, SphereCollider, and CharacterController.
  • LODGroup renderer references maintained, LOD bounds recalculated.
  • Manifest-tracked output sets with staged replacement and rollback protection.
Category
Editor tools · Modeling