How it works
This is an explanation on how Spline mesh deform works,
Spline mesh deform is a branching procedural mesh generation tool that works in parallel with Spline Plus.
The rule is that for every branch, Spline mesh deform creates a Spline Plus child game object named "MeshHolder" to store its calculated procedural mesh .
Example
For the Spline plus shape bellow we have 3 branches
Once we apply Spline Mesh Deform and do the setup required, we get a final result similar to the following.
And we get 3 "MeshHolder" game objects as children for the Spline Plus game object in the scene hieararchy,
The 3 children game objects, each one will hold a branch procedural mesh data, as explained in image bellow.
No Prefab Mesh Children
Warning
Only Prefab mesh parent game object is consumed when used in Spline Mesh Deform.
Required Components in a prefab mesh
Warning
It is required for Prefab mesh to have a "Mesh Filter" and "Mesh Renderer" components attached to the parent game object.
Unity Vertices Limit
Warning
The Unity vertices limit for a mesh object is 64K, once you go beyond this limit you will experience some weird mesh issues,
In the example bellow, we cannot keep adding Rail meshes to the branch, cause we have exceeded the Unity vertices limit set to 64k vertices,
The solution is to break the branch,
This will create us two branches and eventually create two mesh holder game objects instead of just one,
The mesh data will be divided between the two mesh holder game objects created.