A set of useful editor extensions for Unity and VRChat.
Displays mesh information for selected objects and their children in the top-left corner of the Scene view. You can check polygon count, material count, material slot count, and mesh count.
When NDMF preview is active, you can check optimization results from AAO/TTT/Meshia and adjust accordingly.
Toggle: Tools > Kanameliser Editor Plus > Show Mesh Info Display
Quickly toggle between GameObject active state and EditorOnly tag.
Shortcut: Ctrl+G
Lists all components on selected objects and their children.
Access: Tools > Kanameliser Editor Plus > Component Manager
Copy & paste materials from multiple selected GameObjects to GameObjects with matching names.
Copy MaterialsPaste MaterialsMaterials are applied to objects with matching names (e.g., Head → Head, Body → body).
Source and target objects are automatically matched in the following priority order. Only objects with a Renderer are considered.
Outfit/Jacket → Outfit/JacketOutfit_A/Outer/Accessories/Earing (depth 3) → Outfit_B/Inner/Accessories/Earing (depth 3)Outfit/Outer/Jacket (depth 3) → Jacket (depth 1)earing → EaringBody_01 ≈ Body_02) or sharing a common base name (e.g., Ribbon_blue ≈ Ribbon_red), ranked by a composite score
Ribbon_blue → Ribbon_red, Hair.001 → Hair.002When multiple candidates remain at the same priority, hierarchy path similarity (comparing parent folders from the leaf upward), ancestor context matching, depth proximity, and Levenshtein distance are used for selection.
This matching specification is also shared by MA Material Helper.
Access: Right-click in Hierarchy Kanameliser Editor Plus > Copy/Paste Materials
Automatically generates color change menus using Modular Avatar’s material control components. Create color change menus from color variation prefabs in just a few clicks, with support for simultaneous generation from multiple prefabs.
Requirement: Modular Avatar 1.13.0 or higher
Copy Material Setup (multiple selection supported)Create Material Setter — Directly set materials per slot (recommended)[Optional] Create Material Setter (All Slots) — Create setters for all slots (may affect performance, recommended only when you need to customize manually)Create Material Swap — Set materials by replacement rules[Optional] Create Material Swap (Per Object) — Create individual swaps per objectA “Color Menu” with numbered color variations (Color1, Color2, etc.) is automatically created.
Material Setter is recommended for most use cases.
Use Material Setter (most cases):
Use Material Swap:
Material Swap cannot handle cases like:
Mesh A:
Slot 0: Material X → want to change to Material Y
Slot 1: Material X → want to change to Material Z
Material Swap can only replace “Material X” with one material, so both slots end up with the same result. Material Setter can specify per slot, allowing each to change to a different material.
Access: Right-click in Hierarchy Kanameliser Editor Plus > Copy Material Setup / Create Material Setter / Create Material Swap
Batch configure Anchor Override, Root Bone, and Bounds for multiple meshes. Useful for outfit creation and avatar setup.
Click on object name, Anchor Override, or Root Bone labels to quickly select that object in the Hierarchy.
Access: Tools > Kanameliser Editor Plus > AO Bounds Setter
Automatically detects and fills in missing BlendShape keys across animation files. Updates all animations to operate on the same BlendShapes, ensuring smooth transitions between different expression states. Supports batch processing of multiple files.
Common use cases:
This feature has been localized and integrated into Zatools by kb10uy. For details, see Zatools/missing-blendshape-inserter.
Access: Tools > Kanameliser Editor Plus > Missing BlendShape Inserter
Feel free to submit an Issue or Pull Request.
MIT License — see the LICENSE file for details.
If you have any questions or feedback, please open an issue on GitHub or contact me on X.
net.kanameliser.editor-plus
未設定
0.5.0 (変更履歴)
2022.3 以降
なし
なし
なし