2D Sprite Shape 4.1.1 is now available for the latest beta of Unity 2020.1. This versions includes Stretched Corners and Sprite Shape mesh baking functionality. Stretched Corners We’ve added Stretched corners as a new option for Corner’s in the Sprite Shape Controller. This feature allows the Sprite Shape to form corners by stretching Sprites between adjacent edges between the corner point and its neighbours. To enable this option, select the Stretched option from the Corner dropdown menu, and ensure the following criteria are met: Both the selected and adjacent points have the same Height. Sprites rendered at the Corner point and its neighbouring points must have the same Sprite pivot position. Please note that scripting support for this new Corner mode will be available in a later release. SpriteShape mesh baking SpriteShape mesh baking allows storage of mesh data at editor time and the ability to reload it at runtime to avoid unnecessary runtime mesh generation. This is helpful in cases where: You have a static SpriteShape that never gets modified in runtime. You have a SpriteShape used with prefabs. You want to avoid SpriteShape generation at runtime to save CPU cycles Some things to consider: Since data is stored in a SpriteShape Component, scene size can increase if it contains a lot of SpriteShape objects with massive geometry. SpriteShapes baked in such a way cannot be dynamically modified during Runtime.