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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
- Select a static tree prefab from the Project window.
- Choose Stump And Top or Trunk Sections mode.
- Configure and preview the cut in the Scene view.
- 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.