diff --git a/Documentation~/CenterPivot.md b/Documentation~/CenterPivot.md index f95b1952a..c555fd95d 100644 --- a/Documentation~/CenterPivot.md +++ b/Documentation~/CenterPivot.md @@ -1,11 +1,14 @@ -# ![Center Pivot icon](images/icons/CenterPivot.png) Center Pivot +# Center Pivot -The __Center Pivot__ action moves the pivot point for the Mesh to the center of the object’s bounds. For example, if you move a lot of vertices on one side of your Mesh, when you try to rotate the object, it rotates around a point outside of the Mesh. +The __Center Pivot__ action moves the pivot point for a mesh to the center of the object’s bounds. You might want to do this if you have elongated the vertices on one side of your mesh, which pushes the bounds on that side far from the original center. -From the main menu, select **Tools** > **ProBuilder** > **Object** > **Center Pivot**. +To center the pivot point: -![Center Pivot example](images/CenterPivot_Example.png) +1. Select one or more objects. + > **Note:** If you have multiple objects selected, each object's new pivot point is the center of that object, regardless of the position of any other object. +1. From the main menu, select **Tools** > **ProBuilder** > **Object** > **Center Pivot**. + If you are in the GameObject context, you can also right-click (macOS: **Ctrl**+click) the object and select **ProBuilder** > **Center Pivot**. +![Center Pivot example. The mesh on the left side is above and to the right of its pivot. The mesh on the right has its pivot at its center.](images/CenterPivot_Example.png) - -> **Note:** If you have multiple objects selected, each object's new pivot point becomes the center of each object, regardless of the position of any other object. +You can also set the pivot to the center of selected edges, faces, and vertices. Refer to the [Set Pivot](SetPivot.md) action for more information. \ No newline at end of file diff --git a/Documentation~/Edge_Bevel.md b/Documentation~/Edge_Bevel.md index 407198e13..60ef654f9 100644 --- a/Documentation~/Edge_Bevel.md +++ b/Documentation~/Edge_Bevel.md @@ -1,14 +1,25 @@ -# ![Bevel Edges icon](images/icons/Edge_Bevel.png) Bevel (Edge) +# Bevel Edges -The __Bevel Edge__ action splits the selected edge(s) into two edges, with a new face between. +To create a new face from an existing face or edge, use the __Bevel Edges__ action. If you bevel a face, all its edges create a new face. If you bevel an edge, only that edge creates a new face. -![Bevel 3 edges on cube](images/BevelEdges_Example.png) +![Beveling two doors. The left door has a bevel edge, and the right door has a bevel face](images/BevelEdges_Example.png) -From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Bevel Edges**. +To bevel edges or faces: -## Bevel Options +1. In the **Tools** overlay, select the **ProBuilder** context. +1. In the **Tool Settings** overlay, select either: + * The **Face** edit mode to bevel selected faces. + * The **Edge** edit mode to bevel selected edges. +1. Select the face or edge to bevel. Hold **Shift** to select multiple faces or edges. +1. Do one of the following: + * Right-click (macOS: **Ctrl**+click) on the selected face or edge and select **Bevel Edges**. + * From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Bevel Edges**. +1. The **Bevel Edges** overlay opens and a new face is created. -![Bevel Edge options](images/Edge_Bevel_props.png) +## Bevel Edges options -To change the width of the bevel, change the __Distance__ to move the newly created edge(s) from the position of the original edge(s). This becomes the width of the new face(s). +To change the width of the new face, change the __Distance__ value, which defines the distance in meters between the original and new bevels. +The minimum width is `0.0001`. The maximum width depends on the original shape, because the new face has to fit within it. + +Select **Live Preview** to move the bevels as you change the distance value with the mouse. When **Live Preview** is off, the bevels update only when you release the mouse. diff --git a/Documentation~/Edge_Bridge.md b/Documentation~/Edge_Bridge.md index 696bfd1b4..d50a948c3 100644 --- a/Documentation~/Edge_Bridge.md +++ b/Documentation~/Edge_Bridge.md @@ -1,9 +1,30 @@ -# ![Bridge Edges icon](images/icons/Edge_Bridge.png) Bridge Edges +# Bridge Edges The __Bridge Edges__ action creates a new face between two selected edges. -By default, this action can only bridge two open edges (that is, no face on the open or free side). However, you can override this; to do so, navigate to the Preferences and enable [Allow non-manifold actions](preferences.md#bridge). - ![Bridge edges between two planes](images/BridgeEdges_Example.png) -You can use this action with the **Alt/Opt+B** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Bridge Edges**). +To bridge edges: + +1. In the **Tools** overlay, select the **ProBuilder** context. +1. In the **Tool Settings** overlay the **Edge** edit mode. +1. Hold **Shift** to select the edges to bridge. +1. Do one of the following: + * Press **Alt+B** (macOs: **Option**+**Shift**+**B**). + * Right-click (macOS: **Ctrl**+click) on the selected edge and select **Bridge Edges**. + * From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Bridge Edges**. + +## Open and closed edges + +By default, the Bridge Edges action bridges only open edges, which are edges that have only one face. This is because an edge that has more than two faces on the same plane is a non-manifold geometry, which can lead to errors. + +For example, if you have a door shape with an open archway and open external sides, by default you: + +* Can bridge the external sides, because those edges each have only one face - the front or back of the door. +* Can't bridge the archway, because those edges have two faces each - the front (or back) and inside wall of the door. + +To bridge closed edges, from the main menu, go to **Unity** > **Settings** > **ProBuilder** and select **Allow non-manifold actions**. + + + + diff --git a/Documentation~/Edge_Connect.md b/Documentation~/Edge_Connect.md index f4c26bbbf..952ee4450 100644 --- a/Documentation~/Edge_Connect.md +++ b/Documentation~/Edge_Connect.md @@ -1,4 +1,4 @@ -# ![Connect Edges icon](images/icons/Edge_Connect.png) Connect Edges +# Connect Edges The __Connect Edges__ action inserts an edge that connects the centers of each selected edge. diff --git a/Documentation~/Edge_Extrude.md b/Documentation~/Edge_Extrude.md index 47e1acb85..7876ab06d 100644 --- a/Documentation~/Edge_Extrude.md +++ b/Documentation~/Edge_Extrude.md @@ -1,4 +1,4 @@ -# ![Extrude Edges icon](images/icons/Edge_Extrude.png) Extrude Edges +# Extrude Edges The __Extrude Edges__ action pushes a new edge out from each selected edge, connected by a new face for each edge. This action only works on open edges (that is, an edge that has no connected face on one side). However, you can override this restriction with the [Allow non-manifold actions](preferences.md#bridge) option. diff --git a/Documentation~/Edge_FillHole.md b/Documentation~/Edge_FillHole.md deleted file mode 100644 index 754087f22..000000000 --- a/Documentation~/Edge_FillHole.md +++ /dev/null @@ -1,15 +0,0 @@ -# ![Fill Hole icon](images/icons/FillHole.png) Fill Hole (Edges) - -The __Fill Hole__ action creates a new face that fills any holes that touch the selected edges. - -![Create new face from open edges](images/FillHole_Example.png) - -From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Fill Hole**. - -## Fill Hole Options - -![Fill Hole options](images/FillHole_props.png) - -Enable the __Fill Entire Hole__ option to fill the entire Mesh opening. This is the default. - -If you disable this option, ProBuilder tries to build a Mesh between the selected open edges. For example, if you have a missing quad, you can select two adjacent edges in order to create a triangular polygon that covers half of the hole. \ No newline at end of file diff --git a/Documentation~/Edge_InsertLoop.md b/Documentation~/Edge_InsertLoop.md index a65d80a7a..2153d588b 100644 --- a/Documentation~/Edge_InsertLoop.md +++ b/Documentation~/Edge_InsertLoop.md @@ -1,4 +1,4 @@ -# ![Insert Edge Loop icon](images/icons/Edge_InsertLoop.png) Insert Edge Loop +# Insert Edge Loop The __Insert Edge Loop__ action adds a new edge loop from the selected edge(s). An edge loop is a series of edges that are directly connected. They often encircle a 3D object and connect back at the origin point. diff --git a/Documentation~/Edge_SetPivot.md b/Documentation~/Edge_SetPivot.md deleted file mode 100644 index 9d8af24cd..000000000 --- a/Documentation~/Edge_SetPivot.md +++ /dev/null @@ -1,15 +0,0 @@ -# ![Set Pivot icon](images/icons/SetPivot.png) Set Pivot (Edges) - -Use the __Set Pivot__ action to move the pivot point of this Mesh to the average center of the selected edges. - -You can launch this action with the **Ctrl/Cmd+J** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Set Pivot**). - - - -![Centering the pivot on selected Edges](images/Edge_SetPivot.png) - -In this example: -* **Left panel**: The pivot point of the door is at its bottom-left corner. -* **Middle panel**: Two edges are selected on the opposite side, so the __Set Pivot__ action changes the pivot to the center of those top edges. -* **Right panel**: The pivot point is now at the top right, even when in Object editing mode. - diff --git a/Documentation~/Edge_Subdivide.md b/Documentation~/Edge_Subdivide.md index 35bba8662..e2b754bea 100644 --- a/Documentation~/Edge_Subdivide.md +++ b/Documentation~/Edge_Subdivide.md @@ -1,4 +1,4 @@ -# ![Subdivide Edge icon](images/icons/Edge_Subdivide.png) Subdivide Edges +# Subdivide Edges The __Subdivide Edges__ action divides the selected edge(s) into multiple edges. By default, ProBuilder splits the edge in two, but in the Options window, you can set your own number of __Subdivisions__. diff --git a/Documentation~/Entity_Trigger.md b/Documentation~/Entity_Trigger.md index 989301637..bf065c890 100644 --- a/Documentation~/Entity_Trigger.md +++ b/Documentation~/Entity_Trigger.md @@ -1,4 +1,4 @@ -# ![Entity icon](images/icons/Entity_Trigger.png) Entity type actions +# Entity type actions ProBuilder provides some default "entity" behaviors. These are MonoBehaviours that provide some commonly used functionality. diff --git a/Documentation~/Face_Bevel.md b/Documentation~/Face_Bevel.md deleted file mode 100644 index 2fb240ee2..000000000 --- a/Documentation~/Face_Bevel.md +++ /dev/null @@ -1,16 +0,0 @@ -# ![Bevel icon](images/icons/Edge_Bevel.png) Bevel (Faces) - -The __Bevel__ action performs the [Bevel Edge](Edge_Bevel.md) action on all the edges of the selected face(s). - -![Bevel top of cube](images/BevelFace_Example.png) - - - -## Bevel Options - -![Bevel Face options](images/Edge_Bevel_props.png) - -To change the width of the bevel, change the __Distance__ to move the newly created edge(s) from the position of the original edge(s). This becomes the width of the new face(s). - - - diff --git a/Documentation~/Face_ConformNormals.md b/Documentation~/Face_ConformNormals.md index 74dd32ff9..9527fecf6 100644 --- a/Documentation~/Face_ConformNormals.md +++ b/Documentation~/Face_ConformNormals.md @@ -1,4 +1,4 @@ -# ![Conform Normals Icon](images/icons/Face_ConformNormals.png) Conform Normals (Faces) +# Conform Normals (Faces) The __Conform Normals__ action sets all normals on the selected face(s) to the same relative direction. diff --git a/Documentation~/Face_Delete.md b/Documentation~/Face_Delete.md index 7af4e3bee..d1fef76ad 100644 --- a/Documentation~/Face_Delete.md +++ b/Documentation~/Face_Delete.md @@ -1,4 +1,4 @@ -# ![Delete Faces icon](images/icons/Face_Delete.png) Delete Faces +# Delete Faces The __Delete Faces__ replace deletes the selected face(s). diff --git a/Documentation~/Face_Detach.md b/Documentation~/Face_Detach.md index bc0e513b0..27ce45a77 100644 --- a/Documentation~/Face_Detach.md +++ b/Documentation~/Face_Detach.md @@ -1,4 +1,4 @@ -# ![Detach Face icon](images/icons/Face_Detach.png) Detach Faces +# Detach Faces The __Detach Faces__ action detaches the selected face(s) from the rest of the Mesh. diff --git a/Documentation~/Face_Duplicate.md b/Documentation~/Face_Duplicate.md index 88f0bb6e4..542c4e8b2 100644 --- a/Documentation~/Face_Duplicate.md +++ b/Documentation~/Face_Duplicate.md @@ -1,4 +1,4 @@ -# ![Duplicate Faces icon](images/icons/Face_Duplicate.png) Duplicate Faces +# Duplicate Faces The __Duplicate Faces__ action copies each selected face and either creates a new Mesh or leaves it in the same GameObject as a sub-Mesh, depending on the default options. diff --git a/Documentation~/Face_Extrude.md b/Documentation~/Face_Extrude.md index 15252635c..abc43c2c1 100644 --- a/Documentation~/Face_Extrude.md +++ b/Documentation~/Face_Extrude.md @@ -1,33 +1,34 @@ -# ![Extrude Face icon](images/icons/Face_Extrude.png) Extrude Faces +# Extrude Faces -The __Extrude Faces__ action creates a new face. To do this, it pulls out the currently selected face, and attaches sides to each edge. +The **Extrude Faces** action adds a section to your mesh by moving away the selected face and adding sides to connect it to the mesh from its new position. You can then either: -By default, each new face follows the direction of its vertex normals, but you can change this with the **Extrude By** option. +* Move the new section farther out and in any direction to make the shape larger. +* Inset the new section to create an interior space. For example, if you inset a face on a cube, you create a box with an open side and a false bottom. -![Extrude from inset face on top of cube](images/ExtrudeFace_Example.png) +![On the left, the cube's top face has a central section selected. On the right, that central section is extruded.](images/ExtrudeFace_Example.png) -You can invoke this action in either way: - -- Select one or more face(s) and click **Extrude Faces**. By default, the distance of the extrusion is **0.5**, but you can change that with the **Distance** option. - - > **Tip:** You can also use this action with the **Ctrl/Cmd+E** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Extrude**). - -- Select one or more face(s) and then hold **Shift** while moving, rotating, or scaling the selected face(s). This method ignores the options but provides greater control, especially with the direction of the extrusion. - - When you use this method with the scaling control, it creates an inset. +To extrude a face: +1. In the **Tools** overlay, select the **ProBuilder** context. +1. In the **Tool Settings** overlay, select the **Face** edit mode. +1. Select the face to extrude. Hold **Shift** to select multiple faces. +1. Do one of the following: + * Right-click (macOS: **Ctrl**+click) on the selected face and select **Extrude Faces**. + * From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Extrude**. +1. The **Extrude Faces** overlay opens and a new face is created. + * By default, the new face follows the direction of its vertex normals. You can change this with the **Extrude By** option. + * By default, the distance of the extrusion is **0.5**. You can change this with the **Distance** option. A negative value creates an inset. + * You can use the Transform tools to move, rotate, or scale the new face instead of using the options in the overlay. Hold **Shift** for greater control. ## Extrude Faces Options -These options only apply if you are using the **Extrude Faces** button or the **Ctrl/Cmd+E** shortcut. +| **Property** | | **Description** | +| :--- | --- | --- | +| **Extrude By** | | When you extrude more than one face, and those faces share an edge, set how the new faces behave along the shared edge. | +| | ![](images/extrude_face_normals.png) **Face Normals** | Each new face follows the direction of its original face, and the faces are connected to each other. | +| | ![](images/extrude_vertex_normal.png) **Vertex Normals** | The edges of the new faces farthest from the joint edge follow the direction of the original faces. However, the faces move toward the shared edge rather than follow the original direction for their whole length. | +| | ![](images/extrude_individual_faces.png) **Individual Faces** | Each new face follows the direction of its original face, but the faces aren't connected to each other. | +| **Distance** | | Distance to extrude the faces(s). Use negative values to inset the face, and define inset. | -![Extrude Face options](images/Face_Extrude_props.png) -| **Property:** | | **Description:** | -| :-------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | -| **Extrude By** | | Direction for extruding each selected face. | -| | ![FaceNormalsIcon](images/icons/ExtrudeFace_FaceNormals.png) **Face Normals** | Use the selected face's own surface direction. Adjacent faces remain connected. | -| | ![FaceNormalsIcon](images/icons/ExtrudeFace_VertexNormals.png) **Vertex Normals** | Use the selected face's Vertex normals. Adjacent faces remain connected.
This is the default. | -| | ![FaceNormalsIcon](images/icons/ExtrudeFace_Individual.png) **Individual Faces** | Use the selected face's own surface direction. However, adjacent faces do *not* remain connected. | -| __Distance__ | | Distance to extrude the faces(s).
Both positive and negative values are valid. | diff --git a/Documentation~/Face_FlipNormals.md b/Documentation~/Face_FlipNormals.md index 2029de0f6..a5d5e1284 100644 --- a/Documentation~/Face_FlipNormals.md +++ b/Documentation~/Face_FlipNormals.md @@ -1,4 +1,4 @@ -# ![Flip Normals icon](images/icons/Face_FlipNormals.png) Flip Face Normals +# Flip Face Normals The __Flip Face Normals__ action flips the normals only on the selected face(s). diff --git a/Documentation~/Face_FlipTri.md b/Documentation~/Face_FlipTri.md deleted file mode 100644 index 66cd6169d..000000000 --- a/Documentation~/Face_FlipTri.md +++ /dev/null @@ -1,15 +0,0 @@ -# ![Flip Triangles icon](images/icons/Face_FlipTri.png) Flip Face Edge - -The __Flip Face Edge__ action swaps the triangle orientation on the selected face(s) with four sides. This reverses the direction of the middle edge in a quad. - -![Edge intersects top-left to bottom right on side of cube before; bottom-left to top-right after flip](images/FlipTri_Example.png) - -Use this to smooth ridges in quads with varied height corners. - -> **Note:** This only works on quads (four-sided polygons). - -This action is often called **Turn Edges** in other 3D modeling applications. - - - -From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Flip Face Edge**. \ No newline at end of file diff --git a/Documentation~/Face_Merge.md b/Documentation~/Face_Merge.md index 9141de088..88aafc975 100644 --- a/Documentation~/Face_Merge.md +++ b/Documentation~/Face_Merge.md @@ -1,4 +1,4 @@ -# ![Merge Faces icon](images/icons/Face_Merge.png) Merge Faces +# Merge Faces The __Merge Faces__ action merges selected faces into a single face, and removes any dividing edges. diff --git a/Documentation~/Face_SetPivot.md b/Documentation~/Face_SetPivot.md deleted file mode 100644 index 81640ca61..000000000 --- a/Documentation~/Face_SetPivot.md +++ /dev/null @@ -1,14 +0,0 @@ -# ![Set Pivot icon](images/icons/SetPivot.png) Set Pivot (Faces) - -Use the __Set Pivot__ action to move the pivot point of this Mesh to the average center of the selected faces. - -You can launch this action with the **Ctrl/Cmd+J** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Set Pivot**). - - - -![Centering the pivot on selected Faces](images/Face_SetPivot.png) - -In this example: -* **Left panel**: The pivot point of the block tower is at the center of the entire Mesh. -* **Middle panel**: The top faces are selected, so the Set Pivot action changes the pivot to the center of those top faces. -* **Right panel**: The pivot point is now at the top, even when in Object editing mode. diff --git a/Documentation~/Face_Subdivide.md b/Documentation~/Face_Subdivide.md index f9b59504e..21548517a 100644 --- a/Documentation~/Face_Subdivide.md +++ b/Documentation~/Face_Subdivide.md @@ -1,4 +1,4 @@ -# ![Subdivide Face icon](images/icons/Face_Subdivide.png) Subdivide Face +# Subdivide Face The __Subdivide Face__ action splits each selected face. To do this, it adds a vertex at the center of each edge and connects them in the center. diff --git a/Documentation~/Face_Triangulate.md b/Documentation~/Face_Triangulate.md index f88bc7947..a1259d4b1 100644 --- a/Documentation~/Face_Triangulate.md +++ b/Documentation~/Face_Triangulate.md @@ -1,4 +1,4 @@ -# ![Triangulate Faces icon](images/icons/Face_Triangulate.png) Triangulate Faces +# Triangulate Faces The __Triangulate Faces__ action reduces selected faces to their base triangles. This creates a faceted, non-smooth appearance. diff --git a/Documentation~/FillHole.md b/Documentation~/FillHole.md new file mode 100644 index 000000000..2ce1b7cde --- /dev/null +++ b/Documentation~/FillHole.md @@ -0,0 +1,21 @@ +# Fill Hole + +In ProBuilder, a hole is a missing face. The **Fill Hole** action creates a face between existing edges or vertices that touch the selected hole. + +> **Tip:** You don't need to select all edges or vertices around a hole. Selecting only one edge or vertex is enough to fill the hole. + +To fill a hole: + +1. In the **Tools** overlay, select the **ProBuilder** context. +1. In the **Tool Settings** overlay, select either: + * The **Vertex** edit mode. + * The **Edge** edit mode. +1. Select an edge or vertex along the hole. +1. Do one of the following: + * Right-click (macOS: **Ctrl**+click) select **Fill Hole**. + * From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Select Hole**. +1. The **Fill Hole Options** overlay opens. + By default, ProBuilder fills the entire hole. If you want to fill only part of the hole, disable the **Fill Entire Hole** option and select the edges you want to build along. + For example, if you have a missing quad, and select to adjacent edges, ProBuilder creates a triangular polygon that covers half of the hole. + +![On the right is a shape with a hole. On the left, the hole is filled.](images/FillHole_Example.png) diff --git a/Documentation~/Freeze_Transform.md b/Documentation~/Freeze_Transform.md index 5bc7fc605..85e0037c9 100644 --- a/Documentation~/Freeze_Transform.md +++ b/Documentation~/Freeze_Transform.md @@ -1,4 +1,4 @@ -# ![Freeze Transform icon](images/icons/Freeze_Transform.png) Freeze Transform +# Freeze Transform The __Freeze Transform__ action sets the selected object's position, rotation, and scale to world-relative origin (**{0,0,0}**) without changing any vertex positions. That means it resets the pivot location and clears all Transform values, but doesn't change the size, shape, or location of the object in the Scene. diff --git a/Documentation~/HandleAlign.md b/Documentation~/HandleAlign.md index 4922a56d0..c2647390b 100644 --- a/Documentation~/HandleAlign.md +++ b/Documentation~/HandleAlign.md @@ -1,4 +1,4 @@ -# ![Orientation](images/icons/HandleAlign_Local.png) Orientation +# Orientation The __Orientation__ action sets the orientation of scene handles when you select [objects and elements](modes.md). Click the __Orientation__ button to switch between the three states: __Global__, __Local__, or __Normal__. diff --git a/Documentation~/Object_ConformNormals.md b/Documentation~/Object_ConformNormals.md index 31e6fb054..f2eef0909 100644 --- a/Documentation~/Object_ConformNormals.md +++ b/Documentation~/Object_ConformNormals.md @@ -1,4 +1,4 @@ -# ![Conform Normals icon](images/icons/Object_ConformNormals.png) Conform Normals (Objects) +# Conform Normals (Objects) The __Conform Normals__ action sets all face normals on the selected object to the same relative direction. diff --git a/Documentation~/Object_Export.md b/Documentation~/Object_Export.md index 9f317e34e..ffa17de16 100644 --- a/Documentation~/Object_Export.md +++ b/Documentation~/Object_Export.md @@ -1,4 +1,4 @@ -# ![Export icon](images/icons/Object_Export.png) Export +# Export The __Export__ action [exports](workflow-exporting.md#export) the selected ProBuilder object(s) to a 3D Model file. diff --git a/Documentation~/Object_FlipNormals.md b/Documentation~/Object_FlipNormals.md index ddadd41eb..836fefab9 100644 --- a/Documentation~/Object_FlipNormals.md +++ b/Documentation~/Object_FlipNormals.md @@ -1,4 +1,4 @@ -# ![Flip Normals icon](images/icons/Object_FlipNormals.png) Flip Normals +# Flip Normals The __Flip Normals__ action flips the normals of all faces on the selected object(s). This is especially useful if you want to convert an exterior-modeled shape into an interior space. diff --git a/Documentation~/Object_LightmapUVs.md b/Documentation~/Object_LightmapUVs.md index 9664a3ae3..77728d360 100644 --- a/Documentation~/Object_LightmapUVs.md +++ b/Documentation~/Object_LightmapUVs.md @@ -1,4 +1,4 @@ -# ![Lightmap UVs icon](images/icons/Object_LightmapUVs.png) Lightmap UVs +# Lightmap UVs Use the __Lightmap UVs__ action to manually generate any missing lightmap UVs. This works on each Mesh in every open scene that is missing lightmap UVs. diff --git a/Documentation~/Object_Merge.md b/Documentation~/Object_Merge.md index 2ab66b70c..beba780dc 100644 --- a/Documentation~/Object_Merge.md +++ b/Documentation~/Object_Merge.md @@ -1,4 +1,4 @@ -# ![Merge Objects icon](images/icons/Object_Merge.png) Merge Objects +# Merge Objects The __Merge Objects__ action merges two or more selected ProBuilder GameObjects into a single ProBuilder GameObject. diff --git a/Documentation~/Object_Mirror.md b/Documentation~/Object_Mirror.md index 726a4e604..2d440448b 100644 --- a/Documentation~/Object_Mirror.md +++ b/Documentation~/Object_Mirror.md @@ -1,4 +1,4 @@ -# ![Mirror Objects icon](images/icons/Object_Mirror.png) Mirror Objects +# Mirror Objects The __Mirror Objects__ action creates mirrored copies of objects. diff --git a/Documentation~/Object_ProBuilderize.md b/Documentation~/Object_ProBuilderize.md index a195fcd9b..6575a893c 100644 --- a/Documentation~/Object_ProBuilderize.md +++ b/Documentation~/Object_ProBuilderize.md @@ -1,4 +1,4 @@ -# ![ProBuilderize icon](images/icons/Object_ProBuilderize.png) ProBuilderize +# ProBuilderize a standard object The __ProBuilderize__ action converts the selected object(s) into ProBuilder-editable objects. diff --git a/Documentation~/Object_Subdivide.md b/Documentation~/Object_Subdivide.md index 5bb2e8dab..339fe8b88 100644 --- a/Documentation~/Object_Subdivide.md +++ b/Documentation~/Object_Subdivide.md @@ -1,4 +1,4 @@ -# ![Subdivide Object icon](images/icons/Object_Subdivide.png) Subdivide Object +# Subdivide Object The __Subdivide Object__ action divides every face on selected objects, allowing for greater levels of detail when modeling. diff --git a/Documentation~/Object_Triangulate.md b/Documentation~/Object_Triangulate.md index 17e8bee66..8042fed10 100644 --- a/Documentation~/Object_Triangulate.md +++ b/Documentation~/Object_Triangulate.md @@ -1,4 +1,4 @@ -# ![Triangulate icon](images/icons/Object_Triangulate.png) Triangulate (Objects) +# Triangulate (Objects) The __Triangulate__ action reduces all polygons to their base triangles. This creates a sharp, faceted appearance. diff --git a/Documentation~/Offset_Elements.md b/Documentation~/Offset_Elements.md index 7622546c1..c2f4d3b6a 100644 --- a/Documentation~/Offset_Elements.md +++ b/Documentation~/Offset_Elements.md @@ -1,4 +1,4 @@ -# ![Offset Elements icon](images/icons/Offset_Elements.png) Offset Elements +# Offset Elements The __Offset Elements__ action moves the selected element(s) according to the default values. You can change the default values with the **Offset Settings**. diff --git a/Documentation~/Selection_EdgeLoopRing.md b/Documentation~/Selection_EdgeLoopRing.md new file mode 100644 index 000000000..864e7f427 --- /dev/null +++ b/Documentation~/Selection_EdgeLoopRing.md @@ -0,0 +1,23 @@ +# Select Edge Loop or Edge Ring + +To add edges to a selection, you can use the **Select Edge Loop** or **Select Edge Ring** actions: + +* The **Select Edge Loop** action adds edges that touch your selected edge. + + ![On the left, a single edge is selected. On the right, all touching edges are selected, forming a closed loop.](images/Selection_LoopExample.png) + +* The **Select Edge Ring** action adds edges that touch the same faces as your selected edge, but that don't touch the selected edge itself. + + ![On the left, a single edge is selected along two faces. On the right, all edges that touch the same two faces are selected.](images/Selection_RingExample.png) + +To grow an edge selection: + +1. In the **Tools** overlay, select the **ProBuilder** context. +1. In the **Tool Settings** overlay, select the **Edge** edit mode. +1. Select an edge. +1. Do one of the following: + * Right-click (macOS: **Ctrl**+click) and click **Select** > **Select Edge Loop** or **Select Edge Ring**. + * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Loop** or **Select Ring** (these option names don't include the word "Edge"). +1. The **Select Edge Ring** or **Select Edge Loop** overlay opens and the selection is expanded to match the default settings. + The **Iterative Selection** option is available for both actions. When you select it, the selection grows to include edges that are next to the edges it just added, and not just the edges next to the original selection. + diff --git a/Documentation~/Selection_FaceLoopRing.md b/Documentation~/Selection_FaceLoopRing.md new file mode 100644 index 000000000..cfe01768c --- /dev/null +++ b/Documentation~/Selection_FaceLoopRing.md @@ -0,0 +1,24 @@ +# Select Face Loop or Face Ring + +To add touching faces to a face you've selected, you can use the **Select Face Loop** or **Select Face Ring** actions: + +* The **Select Face Loop** action follows the z-axis. + + ![On the left, a single face is selected. On the right, the selection grows along the z-axis.](images/SelectFaceLoop_Example.png) + +* The **Select Face Ring** action follows the x-axis. + + ![On the left, a single face is selected. On the right, the selection grows along the x-axis.](images/SelectFaceRing_Example.png) + +> **Note:** Both actions work only on quad faces (each face has four sides). + +To grow a face selection: + +1. In the **Tools** overlay, select the **ProBuilder** context. +1. In the **Tool Settings** overlay, select the **Face** edit mode. +1. Select a face. +1. Do one of the following: + * Right-click (macOS: **Ctrl**+click) and click **Select** > **ProBuilder Slection** **Select Face Loop** or **Select Face Ring**. + * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Loop** or **Select Ring** (these option names don't include the word "Face"). +1. The selection is expanded. There are no settings to adjust. + diff --git a/Documentation~/Selection_Grow.md b/Documentation~/Selection_Grow.md index cb0e6d9e6..c79bcfae1 100644 --- a/Documentation~/Selection_Grow.md +++ b/Documentation~/Selection_Grow.md @@ -1,21 +1,26 @@ -# ![Grow Selection](images/icons/Selection_Grow.png) Grow Selection +# Grow Selection -The __Grow Selection__ action expands the selection outward to adjacent faces, edges, or vertices. - -![Grow Selection Examples](images/GrowSelection_Example.png) - -This action is available in the [vertex, edge, and face modes](modes.md). - -You can use this action with the **Alt/Opt+G** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Selection** > **Grow Selection**). +The __Grow Selection__ action expands your selection outward to adjacent faces, edges, or vertices. +To expand the selection: +1. In the **Tools** overlay, select the **ProBuilder** context. +1. In the **Tool Settings** overlay, select an edit mode. All three modes support this action. +1. Select a face, edge, or vertex. +1. Do one of the following: + * Right-click (macOS: **Ctrl**+click) and click **Select** > **ProBuilder Select** > **Grow Selection**. + * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Grow Selection**. +1. The **Grow Selection** overlay opens and the selection is expanded to match the default settings. ## Grow Selection Options -![Grow Selection Options](images/Selection_Grow_props.png) +| **Property** | **Description** | +| --- | --- | +| **Restrict To Angle** | Limit selection to faces at or under a certain angle from the original face. This option is only available for face selection. | +| **Max Angle** | Set the maximum angle allowed when growing the selection. This option is only available when you use **Restrict to Angle**. | +| **Iterative** | Adds faces that are next to faces it just added, and not just the faces next to the original selection. This option is only available when you use **Restrict to Angle**. | +| **Live Preview** | Add faces as you change the angle with the mouse. If this option isn't active, the faces are added only when you release the mouse. | + +This image shows how **Restrict To Angle** changes the selection. In the top example, with no angle restriction, the selection includes all adjacent faces. In the bottom example, the selection includes only faces within 15 degrees of the original face -| **Property:** | **Description:** | -| --------------------- | ------------------------------------------------------------ | -| **Restrict To Angle** | Enable this property to grow the selection only to those faces within a specified angle. | -| **Max Angle** | Set the maximum angle allowed when growing the selection.
ProBuilder ignores this property and prevents you from editing it unless the __Restrict to Angle__ property is enabled. | -| **Iterative** | Enable this property to grow the selection one adjacent face at a time, each time you press the **Grow Selection** button.
This property is enabled automatically (and is not editable) if the __Restrict to Angle__ property is disabled. | +![Grow Selection. In the top example, with no angle restriction, the selection includes all adjacent faces. In the bottom example, the selection includes only faces within 15 degrees of the original face.](images/GrowSelection_Example.png) diff --git a/Documentation~/Selection_Loop_Edge.md b/Documentation~/Selection_Loop_Edge.md deleted file mode 100644 index 1535a595f..000000000 --- a/Documentation~/Selection_Loop_Edge.md +++ /dev/null @@ -1,9 +0,0 @@ -# ![Select Edge Loop icon](images/icons/Selection_Loop.png) Select Edge Loop - -The __Select Edge Loop__ action selects an edge loop from each selected edge. An edge loop is a series of edges that are directly connected. - -> **Note:** This action only works on quads (four-sided polygons), and is only available in [edge mode](modes.md). - -![Select Edge Loop Examples](images/Selection_LoopExample.png) - -You can use this action with the **Alt/Opt+L** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Selection** > **Select Loop**). diff --git a/Documentation~/Selection_Loop_Face.md b/Documentation~/Selection_Loop_Face.md deleted file mode 100644 index 6bcdee4a2..000000000 --- a/Documentation~/Selection_Loop_Face.md +++ /dev/null @@ -1,11 +0,0 @@ -# ![Select Face Loop icon](images/icons/Selection_Loop_Face.png) Select Face Loop - -The __Select Face Loop__ action selects a face loop from each selected face. - -ProBuilder only considers faces part of a loop if they are quads (contain exactly four sides). Face loops generally run along the Z-axis, while [face rings](Selection_Ring_Face.md) generally run along the X-axis. - -![Only middle faces selected vertically on multi-level Mesh](images/SelectFaceLoop_Example.png) - -This action is only available in [face mode](modes.md). - -You can use this action with the **Alt/Opt+L** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Selection** > **Select Loop**). diff --git a/Documentation~/Selection_Rect_Intersect.md b/Documentation~/Selection_Rect_Intersect.md index ebe0271a8..59845c962 100644 --- a/Documentation~/Selection_Rect_Intersect.md +++ b/Documentation~/Selection_Rect_Intersect.md @@ -1,4 +1,4 @@ -# ![Selection Rect icon](images/icons/Selection_Rect_Intersect.png) Rect +# Rect Use the __Rect__ action to choose whether drag selection should only select elements completely inside the drag rectangle, or also elements that are partially inside the the drag rectangle. diff --git a/Documentation~/Selection_Ring_Edge.md b/Documentation~/Selection_Ring_Edge.md index cc8a923e8..2f285d83e 100644 --- a/Documentation~/Selection_Ring_Edge.md +++ b/Documentation~/Selection_Ring_Edge.md @@ -1,4 +1,4 @@ -# ![Select Edge Ring icon](images/icons/Selection_Ring.png) Select Edge Ring +# Select Edge Ring The __Select Edge Ring__ action selects a ring from each selected edge. An edge ring is a series of edges which share faces but are not directly connected. diff --git a/Documentation~/Selection_Ring_Face.md b/Documentation~/Selection_Ring_Face.md index 6a2fd723f..b0e099708 100644 --- a/Documentation~/Selection_Ring_Face.md +++ b/Documentation~/Selection_Ring_Face.md @@ -1,4 +1,4 @@ -# ![Select Face Ring icon](images/icons/Selection_Ring_Face.png) Select Face Ring +# Select Face Ring Selects a face ring from each selected face. diff --git a/Documentation~/Selection_SelectByMaterial.md b/Documentation~/Selection_SelectByMaterial.md index 21aab0a39..de5543a1f 100644 --- a/Documentation~/Selection_SelectByMaterial.md +++ b/Documentation~/Selection_SelectByMaterial.md @@ -1,19 +1,25 @@ -# ![Select by Material icon](images/icons/Selection_SelectByMaterial.png) Select by Material +# Select Material -The __Select by Material__ action selects all faces on this object that have the same Material as the selected face(s). You can also extend the selection to other GameObjects if you disable the **Current Selection** option. +To select all the faces that use the same material as your current selection, use the **Select Material** action. For example, you might want to select all faces using a material so that you can replace that material. -![Select all faces with brick Material on the Mesh](images/Example_SelectByMaterial.png) +This action is only available in [face mode](modes.md). -This action is useful if you want to replace all Materials on a complex object. It is only available in [face mode](modes.md). +![On the left, a single face with a brick material is selected. On the right, all the faces on the same object that use the brick material are selected.](images/Example_SelectByMaterial.png) -> **Tip:** You can also access this action from the ProBuilder menu (**Tools** > **ProBuilder** > **Selection** > **Select Material**). +To select faces by material: +1. In the **Tools** overlay, select the **ProBuilder** context. +1. In the **Tool Settings** overlay, select the **Face** edit mode. +1. Select a face. To select more than one material, hold **Shift** and select more faces. +1. Do one of the following: + * Right-click (macOS: **Ctrl**+click) and click **Select** > **ProBuilder Select** > **Select Material**. + * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Material**. +1. The **Select Material** overlay opens and the selection is expanded to match the default settings. + By default, ProBuilder selects matching faces from all GameObjects in the scene. To limit your selection to the current GameObject, in the **Select Material Options** overlay, select **Current Selection**. +## Select Material Options -## Select by Material Options +To limit the face selection to the current GameObject, select **Current Selection**. -Enable the **Current Selection** option to extend the selection to other faces on the currently selected GameObject(s) only. By default, this option is disabled. +When disabled, ProBuilder selects every face that has a matching material on any GameObject in the scene. -When disabled, ProBuilder selects every face that has a matching Material on any GameObject in the scene. This is particularly useful if you want to replace this Material with another on every GameObject in the scene at once. - -![Grow Selection Options](images/Selection_SelectByMaterial_props.png) diff --git a/Documentation~/Selection_SelectByVertexColor.md b/Documentation~/Selection_SelectByVertexColor.md index d93fbb678..8ae1d8520 100644 --- a/Documentation~/Selection_SelectByVertexColor.md +++ b/Documentation~/Selection_SelectByVertexColor.md @@ -1,19 +1,28 @@ -# ![Select by Vertex Color icon](images/icons/Selection_SelectByVertexColor.png) Select by Colors +# Select Vertex Color -The __Select by Colors__ selects all faces on this object which have the same vertex color as the selected face. You can also extend the selection to other GameObjects if you disable the **Current Selection** option. +To select all elements (faces, edges, or vertices) from faces that use the same vertex color, use the **Select Vertex Color** action. This action is available in the [vertex, edge, and face modes](modes.md). -Even if the vertex color isn't currently visible (for example, if it has a Material that doesn't show colors, like the checkerboard Material), the colored faces are still selected. +> **Note:** Selection works even on vertex colors that aren't currently visible, for example if their material shader doesn't display colors. -![Select all orange faces on the Mesh](images/Example_SelectByVertexColor.png) +![On the left, a single orange face is selected. On the right, all orange faces are selected.](images/Example_SelectByVertexColor.png) -This action is useful for grouping out sections of your Mesh with different vertex colors. It is available in the [vertex, edge, and face modes](modes.md). +To select faces by material: -From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Vertex Color**. +1. In the **Tools** overlay, select the **ProBuilder** context. +1. In the **Tool Settings** overlay, select an edit mode. All three modes support this action. +1. Select an element. To select more than one color, hold **Shift** and select more elements. +1. Do one of the following: + * Right-click (macOS: **Ctrl**+click) and click **Select** > **ProBuilder Select** > **Select Vertex Color**. + * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Vertex Color**. + \ No newline at end of file diff --git a/Documentation~/Selection_SelectHidden.md b/Documentation~/Selection_SelectHidden.md index 41625eb19..c1300e8b5 100644 --- a/Documentation~/Selection_SelectHidden.md +++ b/Documentation~/Selection_SelectHidden.md @@ -1,4 +1,4 @@ -# ![Select Hidden ON](images/icons/Selection_SelectHidden-ON.png) Select Hidden +# Select Hidden Use the __Select Hidden__ action to determine whether ProBuilder selects or ignores hidden elements when you perform a drag-selection. Clicking the __Select Hidden__ button to switch between the two states: __On__ or __Off__. diff --git a/Documentation~/Selection_SelectHole.md b/Documentation~/Selection_SelectHole.md index e589ad5b0..a408fc843 100644 --- a/Documentation~/Selection_SelectHole.md +++ b/Documentation~/Selection_SelectHole.md @@ -1,11 +1,22 @@ -# ![Select Hole icon](images/icons/Selection_SelectHole.png) Select Holes +# Select Hole -The __Select Holes__ action selects all elements along the selected open vertex or edge. A hole is like a removed face. This action is a useful shortcut for selecting all the edges around a missing face. +In ProBuilder, a hole is a missing face. The **Select Hole** action is a version of Grow Selection that selects all elements along an open vertex or edge. -If you have no elements selected, this action automatically selects all holes in the selected object. +> **Tip:** To create a face from the hole, refer to [Fill Hole](FillHole.md). -![Start with one edge selected, grow selection around hole](images/Example_SelectHole.png) + -This action also tells you how many holes exist in the Mesh. It is only available in the [vertex and edge modes](modes.md). +To select a hole: + +1. In the **Tools** overlay, select the **ProBuilder** context. +1. In the **Tool Settings** overlay, select either: + * The **Vertex** edit mode. + * The **Edge** edit mode. +1. Select an edge or vertex along a hole. To select all the holes in the mesh at once, don't select any vertex or edges. +1. Do one of the following: + * Right-click (macOS: **Ctrl**+click) select **ProBuilder Select** > **Select Hole**. + * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Hole**. +1. All the edges or vertexes along the hole are selected. + +![On the left is a mesh with a single selected edge along a missing face. On the right, the same mesh has all edges around the missing face selected.](images/Example_SelectHole.png) -From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Hole**. diff --git a/Documentation~/Selection_Shift.md b/Documentation~/Selection_Shift.md deleted file mode 100644 index 0c33eea04..000000000 --- a/Documentation~/Selection_Shift.md +++ /dev/null @@ -1,18 +0,0 @@ -# ![Shift Modifier icon](images/icons/Selection_ShiftDifference.png) Shift - -Use the __Shift__ action to change what happens to the selection when you **Shift+Click** an element or hold **Shift** while drag-selecting. Click the __Shift__ button to switch between the three states: __Add__, __Remove__, or __Difference__. - -![Same Shift-drag action has different effect depending on Shift setting](images/ShiftModifier_Example.png) - -From the main menu, select **Tools** > **ProBuilder** > **Interaction** > **Toggle Drag Selection Mode**. - -The button displays the following to indicate what state the action is in: - -| **Icon mode:** | **Text mode:** | **Description:** | -| :----------------------------------------------------------- | --------------------- | ------------------------------------------------------------ | -| ![SHIFT Modifier Add](images/icons/Selection_ShiftAdd.png) | **Shift: Add** | __Shift+Click__ adds the selected elements to the current selection. | -| ![SHIFT Modifier Subtract](images/icons/Selection_ShiftSubtract.png) | **Shift: Subtract** | __Shift+Click__ removes the selected elements from the current selection. | -| ![SHIFT Modifier Difference](images/icons/Selection_ShiftDifference.png) | **Shift: Difference** | __Shift+Click__ toggles the selection: it adds unselected elements and removes selected elements. | - -This action is available in the [vertex, edge, and face modes](modes.md). - diff --git a/Documentation~/Selection_Shrink.md b/Documentation~/Selection_Shrink.md index 5c99c071d..b3fecddd7 100644 --- a/Documentation~/Selection_Shrink.md +++ b/Documentation~/Selection_Shrink.md @@ -1,4 +1,4 @@ -# ![Shrink Selection](images/icons/Selection_Shrink.png) Shrink Selection +# Shrink Selection The __Shrink Selection__ action removes the elements on the perimeter of the current selection. It performs the opposite action of the [Grow Selection](Selection_Grow.md) action. diff --git a/Documentation~/Selection_SmoothingGroup.md b/Documentation~/Selection_SmoothingGroup.md index 76417ba02..862de2196 100644 --- a/Documentation~/Selection_SmoothingGroup.md +++ b/Documentation~/Selection_SmoothingGroup.md @@ -1,4 +1,4 @@ -# ![Select By Smoothing Group action](images/icons/Selection_SelectBySmoothingGroup.png) Select Smoothing Group +# Select Smoothing Group Use the **Select Smoothing Group** action inside the [Smooth Group Editor window](smoothing-groups.md) to select faces matching the current smoothing group. diff --git a/Documentation~/SetPivot.md b/Documentation~/SetPivot.md new file mode 100644 index 000000000..8573eaab0 --- /dev/null +++ b/Documentation~/SetPivot.md @@ -0,0 +1,20 @@ +# Set Pivot To Selection + +Use the __Set Pivot__ action to move the pivot point of a mesh to the average center of the selected faces, edges, or vertices. + +To set a pivot point: + +1. In the **Tools** overlay, select the **ProBuilder** context. +1. In the **Tool Settings** overlay, select an edit mode. All three modes support this action. +1. Hold **Shift** to select the faces, edges, or vertices to average. +1. Do one of the following: + * Right-click (macOS: **Ctrl**+click) on the selected face or edge and select **Set Pivot to Selection**. + * From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Set Pivot To Selection**. + +![Centering the pivot on selected faces of a tower made of three merged blocks. The left panel shows the pivot at the center of the mesh. The middle panel shows the faces on the top of the tower selected. The right panel shows the pivot point at the top of the tower.](images/Face_SetPivot.png) + +This example sets a new pivot point in a tower made of three merged blocks: + +* **Left panel**: The pivot point of the tower is at the center of the entire mesh. +* **Middle panel**: The top faces are selected. The Set Pivot action changes the pivot to the center of those top faces. +* **Right panel**: The pivot point is now at the top. diff --git a/Documentation~/TableOfContents.md b/Documentation~/TableOfContents.md index df14200c5..7b45cf727 100644 --- a/Documentation~/TableOfContents.md +++ b/Documentation~/TableOfContents.md @@ -1,116 +1,112 @@ * [About ProBuilder](index) - * [What's new in ProBuilder](whats-new) - * [Getting started](overview) - * [ProBuilder mesh components](components) - * [Edit modes and active contexts](modes) - * [Tools vs. actions](tools) - * [Installing ProBuilder](installing) - * [Helpful links](links) + * [What's new in ProBuilder](whats-new) + * [Getting started](overview) + * [ProBuilder mesh components](components) + * [Edit modes and active contexts](modes) + * [Tools vs. actions](tools) + * [Installing ProBuilder](installing) + * [Helpful links](links) + * [Glossary](gloss) * [Interacting with ProBuilder](overview-ui) - * [The ProBuilder menu](menu) * [Tool options overlays](tool-options-overlay) * [Scene Information](Scene_Information) * [Transform tools in ProBuilder](Transform_Tools) - * [Snap to Grid](snap-to-grid) + * [Snap to Grid](snap-to-grid) * [ProBuilder shortcuts](hotkeys) -* [Creating meshes](workflow-create) - * [New PolyShape and Edit PolyShape tools](polyshape) - * [New Shape and Edit Shape tools](shape-tool) - * [Arch](Arch) - * [Cone](Cone) - * [Cube](Cube) - * [Cylinder](Cylinder) - * [Door](Door) - * [Pipe](Pipe) - * [Plane](Plane) - * [Prism](Prism) - * [Sphere](Sphere) - * [Sprite](Sprite) - * [Stairs](Stair) - * [Torus](Torus) -* [Editing meshes](workflow-edit) - * [Common editing tasks](workflow-edit-tasks) - * [Cut tool](cut-tool) - * [Modeling tips for novices](workflow-edit-tips) - * [Setting vertex colors](workflow-vertexcolors) -* [Materials, Shaders, Textures, and UVs](workflow-texture-mapping) - * [Creating and applying Materials](workflow-materials) - * [Mapping Textures with UVs](workflow-uvs) - * [Smoothing hard edges](workflow-edit-smoothing) -* [Exporting and re-importing](workflow-exporting) -* [Action reference](ref_actions) - * [Bevel - Edges](Edge_Bevel) - * [Bevel - Faces](Face_Bevel) - * [Bridge Edges](Edge_Bridge) - * [Center Pivot](CenterPivot) - * [Collapse Vertices](Vert_Collapse) - * [Conform Normals - Faces](Face_ConformNormals) - * [Conform Normals - Objects](Object_ConformNormals) - * [Connect Edges](Edge_Connect) - * [Connect Vertices](Vert_Connect) - * [Delete Faces](Face_Delete) - * [Detach Faces](Face_Detach) - * [Duplicate Faces](Face_Duplicate) - * [Export](Object_Export) - * [Extrude Edges](Edge_Extrude) - * [Extrude Faces](Face_Extrude) - * [Fill Hole - Edges](Edge_FillHole) - * [Fill Hole - Vertices](Vert_FillHole) - * [Flip Face Edge](Face_FlipTri) - * [Flip Face Normals](Face_FlipNormals) - * [Flip Normals - Objects](Object_FlipNormals) - * [Freeze Transform](Freeze_Transform) - * [Grow Selection](Selection_Grow) - * [Insert Edge Loop](Edge_InsertLoop) - * [Inset](Face_Inset) - * [Lightmap UVs](Object_LightmapUVs) - * [Merge Faces](Face_Merge) - * [Merge Objects](Object_Merge) - * [Mirror Objects](Object_Mirror) - * [Offset Elements](Offset_Elements) - * [Orientation](HandleAlign) - * [ProBuilderize](Object_ProBuilderize) - * [ProBuilder MeshFilter component](ProBuilderMesh) - * [Rect](Selection_Rect_Intersect) - * [Select by Colors](Selection_SelectByVertexColor) - * [Select by Material](Selection_SelectByMaterial) - * [Select Edge Loop](Selection_Loop_Edge) - * [Select Edge Ring](Selection_Ring_Edge) - * [Select Face Loop](Selection_Loop_Face) - * [Select Face Ring](Selection_Ring_Face) - * [Select Smoothing Group](Selection_SmoothingGroup) - * [Select Hidden](Selection_SelectHidden) - * [Select Holes](Selection_SelectHole) - * [Select Path](SelectPath) - * [Set Collider](Entity_Trigger#Collider) - * [Set Pivot - Edges](Edge_SetPivot) - * [Set Pivot - Faces](Face_SetPivot) - * [Set Pivot - Vertices](Vert_SetPivot) - * [Set Trigger](Entity_Trigger) - * [Shift](Selection_Shift) - * [Shrink Selection](Selection_Shrink) - * [Split Vertices](Vert_Split) - * [Subdivide Edges](Edge_Subdivide) - * [Subdivide Faces](Face_Subdivide) - * [Subdivide Object](Object_Subdivide) - * [Triangulate Faces](Face_Triangulate) - * [Triangulate - Objects](Object_Triangulate) - * [Weld Vertices](Vert_Weld) -* [Editor window reference](ref_windows) - * [Lightmap UV Editor window](lightmap-uv) - * [Material Editor window](material-tools) - * [Positions Editor window](vertex-positions) - * [Smooth Group Editor window](smoothing-groups) - * [UV Editor window](uv-editor) - * [UV Editor toolbar](uv-editor-toolbar) - * [UV drop-down menu](uv_dropdown) - * [Actions Panel: Auto UV Mode](auto-uvs-actions) - * [Actions Panel: Manual UV Mode](manual-uvs-actions) - * [Vertex Colors window](vertex-colors) -* [ProBuilder Preferences](preferences) -* [Troubleshooting](faq) +* [Create meshes](workflow-create) + * [New PolyShape and Edit PolyShape tools](polyshape) + * [New Shape and Edit Shape tools](shape-tool) + * [Arch](Arch) + * [Cone](Cone) + * [Cube](Cube) + * [Cylinder](Cylinder) + * [Door](Door) + * [Pipe](Pipe) + * [Plane](Plane) + * [Prism](Prism) + * [Sphere](Sphere) + * [Sprite](Sprite) + * [Stairs](Stair) + * [Torus](Torus) + * [ProBuilderize a standard object](Object_ProBuilderize) + * [ProBuilder MeshFilter component](ProBuilderMesh) +* [Edit meshes](workflow-edit) + * [Modeling tips](workflow-edit-tips) + * [Cut tool](cut-tool) + * [Vertex Positions Editor window](vertex-positions) + * [Smooth hard edges](workflow-edit-smoothing) + * [Smooth Group Editor window reference](smoothing-groups) + * [Selection options reference](selection_ref) + * [Grow Selection](Selection_Grow) + * [Select Hole](Selection_SelectHole) + * [Select Face Loop or Face Ring](Selection_FaceLoopRing) + * [Select Edge Loop or Edge Ring](Selection_EdgeLoopRing) + * [Select Material](Selection_SelectByMaterial) + * [Select Smoothing Group](Selection_SmoothingGroup) + * [Select Vertex Color](Selection_SelectByVertexColor) + * [Shrink Selection](Selection_Shrink) + * [Select Path](SelectPath) + * [Interaction options reference](interaction-ref) + * [Rect](Selection_Rect_Intersect) + * [Toggle Handle Orientation](HandleAlign) + * [Toggle Select Back Faces](Selection_SelectHidden) + * [Toggle X Ray](Toggle_X_Ray) + * [Object options reference](object-ref) + * [Center Pivot](CenterPivot) + * [Conform Objects Normals](Object_ConformNormals) + * [Flip Normals](Object_FlipNormals) + * [Freeze Transform](Freeze_Transform) + * [Merge Objects](Object_Merge) + * [Mirror Objects](Object_Mirror) + * [Set Collider](Entity_Trigger#Collider) + * [Set Trigger](Entity_Trigger) + * [Subdivide Object](Object_Subdivide) + * [Triangulate (Object)](Object_Triangulate) + * [Geometry options reference](geo_ref) + * [Bevel Edges](Edge_Bevel) + * [Bridge Edges](Edge_Bridge) + * [Collapse Vertices](Vert_Collapse) + * [Conform Face Normals](Face_ConformNormals) + * [Delete Faces](Face_Delete) + * [Detach Faces](Face_Detach) + * [Duplicate Faces](Face_Duplicate) + * [Export](Object_Export) + * [Extrude Edges](Edge_Extrude) + * [Extrude Faces](Face_Extrude) + * [Fill Hole](FillHole) + * [Flip Face Edge](Face_FlipTri) + * [Flip Face Normals](Face_FlipNormals) + * [Insert Edge Loop](Edge_InsertLoop) + * [Merge Faces](Face_Merge) + * [Offset Elements](Offset_Elements) + * [Set Pivot To Selection](SetPivot) + * [Smart Connect (Connect Edges)](Edge_Connect) + * [Smart Connect (Connect Vertices)](Vert_Connect) + * [Smart Subdivide (Subdivide Edges)](Edge_Subdivide) + * [Smart Subdivide (Subdivide Faces)](Face_Subdivide) + * [Split Vertices](Vert_Split) + * [Triangulate Faces](Face_Triangulate) + * [Weld Vertices](Vert_Weld) +* [Add materials, colors, and textures](workflow-texture-mapping) + * [Create and apply materials](workflow-materials) + * [Set vertex colors](workflow-vertexcolors) + * [Map textures with UVs](workflow-uvs) + * [Material Editor window reference](material-tools) + * [Vertex Colors window reference](vertex-colors) + * [UV Editor window reference](uv-editor) + * [UV Editor toolbar](uv-editor-toolbar) + * [UV drop-down menu](uv_dropdown) + * [Actions Panel: Auto UV Mode](auto-uvs-actions) + * [Actions Panel: Manual UV Mode](manual-uvs-actions) * [Experimental features](experimental) - * [Create and edit Bezier shapes](workflow-create-bezier) - * [Perform Boolean operations](boolean) + * [Create and edit Bezier shapes](workflow-create-bezier) + * [Perform Boolean operations](boolean) + * [Store meshes as assets](meshes-as-assets) +* [Export and re-import meshes](workflow-exporting) +* [Debug and troubleshoot](debug-troubleshoot-landing.md) + * [Debug ProBuilder](debug) + * [Troubleshooting](faq) + * [Repair meshes and strip scripts](repair-and-strip) +* [ProBuilder Preferences](preferences) + * [Lightmap UV Editor window](lightmap-uv) * [Scripting API overview](api) -* [Glossary](gloss) diff --git a/Documentation~/Toggle_X_Ray.md b/Documentation~/Toggle_X_Ray.md new file mode 100644 index 000000000..cb004b091 --- /dev/null +++ b/Documentation~/Toggle_X_Ray.md @@ -0,0 +1,5 @@ +# Toggle X Ray + +Shows hidden faces. + + \ No newline at end of file diff --git a/Documentation~/Vert_Collapse.md b/Documentation~/Vert_Collapse.md index 5a1797576..fb39373dc 100644 --- a/Documentation~/Vert_Collapse.md +++ b/Documentation~/Vert_Collapse.md @@ -1,4 +1,4 @@ -# ![Collapse Vertices icon](images/icons/Vert_Collapse.png) Collapse Vertices +# Collapse Vertices The __Collapse Vertices__ action collapses all selected vertices to a single point, regardless of distance. diff --git a/Documentation~/Vert_Connect.md b/Documentation~/Vert_Connect.md index e64679857..9dd9deb77 100644 --- a/Documentation~/Vert_Connect.md +++ b/Documentation~/Vert_Connect.md @@ -1,4 +1,4 @@ -# ![Connect Vertices Icon](images/icons/Vert_Connect.png) Connect Vertices +# Connect Vertices The __Connect Vertices__ action creates a new edge that connects the selected vertices. diff --git a/Documentation~/Vert_FillHole.md b/Documentation~/Vert_FillHole.md index fdd133c21..c7c10634f 100644 --- a/Documentation~/Vert_FillHole.md +++ b/Documentation~/Vert_FillHole.md @@ -1,4 +1,4 @@ -# ![Fill Hole icon](images/icons/FillHole.png) Fill Hole (Vertices) +# Fill Hole (Vertices) The __Fill Hole__ action creates a new face that fills any holes that touch the selected vertices. diff --git a/Documentation~/Vert_SetPivot.md b/Documentation~/Vert_SetPivot.md deleted file mode 100644 index 010bfc582..000000000 --- a/Documentation~/Vert_SetPivot.md +++ /dev/null @@ -1,13 +0,0 @@ -# ![Set Pivot icon](images/icons/SetPivot.png) Set Pivot (Vertices) - -Use the __Set Pivot__ action to move the pivot point of this Mesh to the average center of the selected vertices. - -You can launch this action with the **Ctrl/Cmd+J** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Set Pivot**). - - -![Centering the pivot on selected Vertex points](images/Vert_SetPivot.png) - -In this example: -* **Left panel**: The pivot point of the log is at the end corner of the cylinder. -* **Middle panel**: The vertices on the end are selected, so the **Set Pivot** action changes the pivot to the center of those end vertices. -* **Right panel**: The pivot point is now in the center of the cylinder end, even when in Object editing mode. diff --git a/Documentation~/Vert_Split.md b/Documentation~/Vert_Split.md index a038b35d7..dcff4f681 100644 --- a/Documentation~/Vert_Split.md +++ b/Documentation~/Vert_Split.md @@ -1,4 +1,4 @@ -# ![Split Vertices icon](images/icons/Vert_Split.png) Split Vertices +# Split Vertices The __Split Vertices__ action splits a vertex into individual vertices (one for each adjacent face) so that you can move the faces independently. diff --git a/Documentation~/Vert_Weld.md b/Documentation~/Vert_Weld.md index 7b1e371d4..e3de893c6 100644 --- a/Documentation~/Vert_Weld.md +++ b/Documentation~/Vert_Weld.md @@ -1,4 +1,4 @@ -# ![Weld Vertices icon](images/icons/Vert_Weld.png) Weld Vertices +# Weld Vertices The __Weld Vertices__ action merges selected vertices within a specific distance of one another. You can set this distance with the **Weld Distance** option. diff --git a/Documentation~/geo_ref.md b/Documentation~/geo_ref.md new file mode 100644 index 000000000..509afc991 --- /dev/null +++ b/Documentation~/geo_ref.md @@ -0,0 +1,39 @@ +# Geometry options reference + +This table lists all the geometry options you can use with a ProBuilder object, and indicates which [Edit modes](modes.md) support them. + +These actions are available: + +* From the **main menu** > **Tools** > **ProBuilder** > **Geometry**. +* From the context menu: + 1. In the **Tools** overlay, set the working context to ProBuilder. + 1. In the **Tool Settings** overlay, select an edit mode. + 1. In the **Scene** view, right-click on a ProBuilder object. + +| **Property** | **GameObject tool context** | **Vertex edit mode (ProBuilder context)** | **Edge edit mode (ProBuilder context)** | **Face edit mode (ProBuilder context)** | +| ---- | ---- | ---- | ---- | ---- | +| [Bevel Edges](Edge_Bevel.md) (and faces) | | | x | x | +| [Bridge Edges](Edge_Bridge.md) | | | x | | +| [Collapse Vertices](Vert_Collapse.md) | | x | | | +| [Conform Face Normals](Face_ConformNormals.md) (Faces) | | | | x | +| [Delete Faces](Face_Delete.md) | | | | x | +| [Detach Faces](Face_Detach.md) | | | | x | +| [Duplicate Faces](Face_Duplicate.md) | | | | x | +| [Export](Object_Export.md) | x | | | | +| [Extrude Edges](Edge_Extrude.md) | | | x | | +| [Extrude Faces](Face_Extrude.md) | | | | x | +| [Fill Hole](FillHole.md) | | x | x | | +| [Flip Face Edge](Face_FlipTri.md)  | | | | x | +| [Flip Face Normals](Face_FlipNormals.md) | | | | x | +| [Insert Edge Loop](Edge_InsertLoop.md)  | | | | | +| [Merge Faces](Face_Merge.md) | | | | x | +| [Offset Elements](Offset_Elements.md) |  | x | x | x | +| [Set Pivot To Selection](SetPivot.md) | | x | x | x | +| [Smart Connect (Connect Edges)](Edge_Connect.md) | | | x | | +| [Smart Connect (Connect Vertices)](Vert_Connect.md) | | x | | | +| [Smart Subdivide (Subdivide Edges)](Edge_Subdivide.md) | | | x | | +| [Smart Subdivide (Subdivide Faces)](Face_Subdivide.md) | | | | x | +| [Split Vertices](Vert_Split.md) | | x | | | +| [Triangulate Faces](Face_Triangulate.md) | | | | x | +| [Weld Vertices](Vert_Weld.md) | | x | | | + diff --git a/Documentation~/images/BevelEdges_Example.png b/Documentation~/images/BevelEdges_Example.png old mode 100755 new mode 100644 index 3a8d89e39..a3b004a2c Binary files a/Documentation~/images/BevelEdges_Example.png and b/Documentation~/images/BevelEdges_Example.png differ diff --git a/Documentation~/images/GrowSelection_Example.png b/Documentation~/images/GrowSelection_Example.png index 9c29da97f..45e938d92 100644 Binary files a/Documentation~/images/GrowSelection_Example.png and b/Documentation~/images/GrowSelection_Example.png differ diff --git a/Documentation~/images/extrude_before.png b/Documentation~/images/extrude_before.png new file mode 100644 index 000000000..51c325e55 Binary files /dev/null and b/Documentation~/images/extrude_before.png differ diff --git a/Documentation~/images/extrude_face_normals.png b/Documentation~/images/extrude_face_normals.png new file mode 100644 index 000000000..7b698cd04 Binary files /dev/null and b/Documentation~/images/extrude_face_normals.png differ diff --git a/Documentation~/images/extrude_individual_faces.png b/Documentation~/images/extrude_individual_faces.png new file mode 100644 index 000000000..c857459c4 Binary files /dev/null and b/Documentation~/images/extrude_individual_faces.png differ diff --git a/Documentation~/images/extrude_vertex_normal.png b/Documentation~/images/extrude_vertex_normal.png new file mode 100644 index 000000000..3891d322b Binary files /dev/null and b/Documentation~/images/extrude_vertex_normal.png differ diff --git a/Documentation~/interaction_ref.md b/Documentation~/interaction_ref.md new file mode 100644 index 000000000..458d90e6a --- /dev/null +++ b/Documentation~/interaction_ref.md @@ -0,0 +1,18 @@ +# Interaction options reference + +This table lists all the interaction options you can use with a ProBuilder object, and indicates which [Edit modes](modes.md) support them. + +These actions are available: + +* From the **main menu** > **Tools** > **ProBuilder** > **Interaction**. +* From the context menu: + 1. In the **Tools** overlay, set the working context to ProBuilder. + 1. In the **Tool Settings** overlay, select an edit mode. + 1. In the **Scene** view, right-click on a ProBuilder object. + +| **Property** | **GameObject tool context** | **Vertex edit mode (ProBuilder context)** | **Edge edit mode (ProBuilder context)** | **Face edit mode (ProBuilder context)** | +| ---- | ---- | ---- | ---- | ---- | +| [Rect](Selection_Rect_Intersect.md) | | | x | x | +| [Toggle Handle Orientation](HandleAlign.md) | x | x | x | x | +| [Toggle Select Back Faces](Selection_SelectHidden.md) | x | x | x | x | +| [Toggle X Ray](Toggle_X_Ray.md) | x | x | x | x | \ No newline at end of file diff --git a/Documentation~/meshes-as-assets.md b/Documentation~/meshes-as-assets.md new file mode 100644 index 000000000..6ae3427c9 --- /dev/null +++ b/Documentation~/meshes-as-assets.md @@ -0,0 +1,11 @@ +# Store meshes as assets + +By default, ProBuilder stores its meshes in the Scene asset, so you can't access them as individual assets. If you need to access the meshes, for example to share them with other projects, you can store them as standalone assets in the Project folder. + +To change the saving method ProBuilder uses: + +1. Go to **Unity** > **Settings** > **ProBuilder**. +1. Select **Experimental Features Enabled**. +1. Select **Store Mesh as Asset**. + +> **Note:** This is an experimental feature. \ No newline at end of file diff --git a/Documentation~/object_ref.md b/Documentation~/object_ref.md new file mode 100644 index 000000000..575b6b4e4 --- /dev/null +++ b/Documentation~/object_ref.md @@ -0,0 +1,26 @@ +# Object options reference + +This table lists all the object options you can use with a ProBuilder object. These options always apply to the entire GameObject, so they're available in the GameObject context and all edit modes. + + +These actions are available: + +* From the **main menu** > **Tools** > **ProBuilder** > **Object**. +* From the context menu: + 1. In the **Tools** overlay, set the working context to ProBuilder. + 1. In the **Tool Settings** overlay, select an edit mode. + 1. In the **Scene** view, right-click on a ProBuilder object. + +| **Property** | **GameObject tool context** | **All edit modes**| +| ---- | ---- | --- | +| [Center Pivot](CenterPivot.md) | x | x | +| [Conform Object Normals](Object_ConformNormals.md) | x | x | +| [Flip Normals](Object_FlipNormals.md) | x | x | +| [Freeze Transform](Freeze_Transform.md) | x | x | +| [Merge Objects](Object_Merge.md) | x | x | +| [Mirror Objects](Object_Mirror.md) | x | x | +| [ProBuilderize](Object_ProBuilderize.md) | x | Doesn't apply to ProBuilder objects | +| [Set Collider](Entity_Trigger.md#Collider) | x | x | +| [Set Trigger](Entity_Trigger.md) | x | x | +| [Subdivide Object](Object_Subdivide.md) | x | x | +| [Triangulate (Object)](Object_Triangulate.md) | x | x | \ No newline at end of file diff --git a/Documentation~/ref_actions.md b/Documentation~/ref_actions.md deleted file mode 100644 index a4fddb619..000000000 --- a/Documentation~/ref_actions.md +++ /dev/null @@ -1,64 +0,0 @@ -# Action reference - -This table lists all the actions available in ProBuilder, and indicates which [Edit modes](modes.md) support it: - -| **Icon** | **Text** | ![Object edit mode](images/icons/EditModes_Object.png) | ![Vertex edit mode](images/icons/EditModes_Vertex.png) | ![Edge edit mode](images/icons/EditModes_Edge.png) | ![Face edit mode](images/icons/EditModes_Face.png) | -| ---- | ---- | ---- | ---- | ---- | ---- | -| ![Bevel icon](images/icons/Edge_Bevel.png) |[Bevel](Edge_Bevel.md) (Edges) | | | x | | -| ![Bevel icon](images/icons/Edge_Bevel.png) |[Bevel](Face_Bevel.md) (Faces) | | | | x | -| ![Bridge Edges icon](images/icons/Edge_Bridge.png) |[Bridge Edges](Edge_Bridge.md) | | | x | | -| ![Center Pivot icon](images/icons/CenterPivot.png) |[Center Pivot](CenterPivot.md) | x | | | | -| ![Collapse Vertices icon](images/icons/Vert_Collapse.png) |[Collapse Vertices](Vert_Collapse.md) | | x | | | -| ![Conform Normals Icon](images/icons/Face_ConformNormals.png) |[Conform Normals](Face_ConformNormals.md) (Faces) | | | | x | -| ![Conform Normals icon](images/icons/Object_ConformNormals.png) |[Conform Normals](Object_ConformNormals.md) (Objects) | x | | | | -| ![Connect Edges icon](images/icons/Edge_Connect.png) |[Connect Edges](Edge_Connect.md) | | | x | | -| ![Connect Vertices Icon](images/icons/Vert_Connect.png) |[Connect Vertices](Vert_Connect.md) | | x | | | -| ![Delete Faces icon](images/icons/Face_Delete.png) |[Delete Faces](Face_Delete.md) | | | | x | -| ![Detach Face icon](images/icons/Face_Detach.png) |[Detach Faces](Face_Detach.md) | | | | x | -| ![Duplicate Face icon](images/icons/Face_Duplicate.png) |[Duplicate Faces](Face_Duplicate.md) | | | | x | -| ![Export icon](images/icons/Object_Export.png) |[Export](Object_Export.md) | x | | | | -| ![Extrude Edges icon](images/icons/Edge_Extrude.png) |[Extrude Edges](Edge_Extrude.md) | | | x | | -| ![Extrude Face icon](images/icons/Face_Extrude.png) |[Extrude Faces](Face_Extrude.md) | | | | x | -| ![Fill Hole icon](images/icons/FillHole.png) |[Fill Hole](Edge_FillHole.md) (Edges) | | | x | | -| ![Fill Hole icon](images/icons/FillHole.png) |[Fill Hole](Vert_FillHole.md) (Vertices) | | x | | | -| ![Flip Triangles icon](images/icons/Face_FlipTri.png) |[Flip Face Edge](Face_FlipTri.md) | | | | x | -| ![Flip Normals icon](images/icons/Face_FlipNormals.png) |[Flip Face Normals](Face_FlipNormals.md) | | | | x | -| ![Flip Normals icon](images/icons/Object_FlipNormals.png) |[Flip Normals](Object_FlipNormals.md) | x | | | | -| ![Freeze Transform icon](images/icons/Freeze_Transform.png) |[Freeze Transform](Freeze_Transform.md) | x | | | | -| ![Handle Alignment Local](images/icons/HandleAlign_Local.png) |**Handle** (see [Orientation](HandleAlign.md)) | x | x | x | x | -| ![Lightmap UVs icon](images/icons/Object_LightmapUVs.png) |[Lightmap UVs](Object_LightmapUVs.md) | x | | | | -| ![Grow Selection](images/icons/Selection_Grow.png) |[Grow Selection](Selection_Grow.md) | | x | x | x | -| ![Insert Edge Loop icon](images/icons/Edge_InsertLoop.png) |[Insert Edge Loop](Edge_InsertLoop.md) | | | | | -| |[Inset](Face_Inset.md) | | | | x | -| ![Merge Faces icon](images/icons/Face_Merge.png) |[Merge Faces](Face_Merge.md) | | | | x | -| ![Merge Objects icon](images/icons/Object_Merge.png) |[Merge Objects](Object_Merge.md) | x | | | | -| ![Mirror Objects icon](images/icons/Object_Mirror.png) |[Mirror Objects](Object_Mirror.md) | x | | | | -| ![Offset Elements icon](images/icons/Offset_Elements.png) |[Offset Elements](Offset_Elements.md) | | x | x | x | -| ![Handle Alignment Local](images/icons/HandleAlign_Local.png) |[Orientation](HandleAlign.md) | x | x | x | x | -| ![ProBuilderize icon](images/icons/Object_ProBuilderize.png) |[ProBuilderize](Object_ProBuilderize.md) | x | | | | -| ![Selection Rect icon](images/icons/Selection_Rect_Intersect.png) |[Rect](Selection_Rect_Intersect.md) | | | x | x | -| ![Select by Vertex Color icon](images/icons/Selection_SelectByVertexColor.png) |[Select by Colors](Selection_SelectByVertexColor.md) | | x | x | x | -| ![Select by Material icon](images/icons/Selection_SelectByMaterial.png) |[Select by Material](Selection_SelectByMaterial.md) | | | | x | -| ![Select Edge Loop icon](images/icons/Selection_Loop.png) |[Select Edge Loop](Selection_Loop_Edge.md) | | | x | | -| ![Select Edge Ring icon](images/icons/Selection_Ring.png) |[Select Edge Ring](Selection_Ring_Edge.md) | | | x | | -| ![Select Face Loop icon](images/icons/Selection_Loop_Face.png) |[Select Face Loop](Selection_Loop_Face.md) | | | | x | -| ![Select Face Ring icon](images/icons/Selection_Ring_Face.png) |[Select Face Ring](Selection_Ring_Face.md) | | | | x | -| ![Select Hidden ON](images/icons/Selection_SelectHidden-ON.png) |[Select Hidden](Selection_SelectHidden.md) | x | x | x | x | -| ![Select Hole icon](images/icons/Selection_SelectHole.png) |[Select Holes](Selection_SelectHole.md) | | x | x | | -| |[Select Path](SelectPath.md) | | | | x | -| |[Set Collider](Entity_Trigger.md#Collider) | x | | | | -| ![Set Pivot icon](images/icons/SetPivot.png) |[Set Pivot](Edge_SetPivot.md) (Edges) | | | x | | -| ![Set Pivot icon](images/icons/SetPivot.png) |[Set Pivot](Face_SetPivot.md) (Faces) | | | | x | -| ![Set Pivot icon](images/icons/SetPivot.png) |[Set Pivot](Vert_SetPivot.md) (Vertices) | | x | | | -| |[Set Trigger](Entity_Trigger.md) | x | | | | -| ![Shift Modifier icon](images/icons/Selection_ShiftDifference.png) |[Shift](Selection_Shift.md) | | x | x | x | -| ![Shrink Selection](images/icons/Selection_Shrink.png) |[Shrink Selection](Selection_Shrink.md) | | x | x | x | -| ![Split Vertices icon](images/icons/Vert_Split.png) |[Split Vertices](Vert_Split.md) | | x | | | -| ![Subdivide Edge icon](images/icons/Edge_Subdivide.png) |[Subdivide Edges](Edge_Subdivide.md) | | | x | | -| ![Subdivide Face icon](images/icons/Face_Subdivide.png) |[Subdivide Faces](Face_Subdivide.md) | | | | x | -| ![Subdivide Object icon](images/icons/Object_Subdivide.png) |[Subdivide Object](Object_Subdivide.md) | x | | | | -| ![Triangulate Faces icon](images/icons/Face_Triangulate.png) |[Triangulate Faces](Face_Triangulate.md) | | | | x | -| ![Triangulate icon](images/icons/Object_Triangulate.png) |[Triangulate](Object_Triangulate.md) (Object) | x | | | | -| ![Flip Triangles icon](images/icons/Face_FlipTri.png) |**Turn Edges** (see [Flip Face Edge](Face_FlipTri.md)) | | | | x | -| ![Weld Vertices icon](images/icons/Vert_Weld.png) |[Weld Vertices](Vert_Weld.md) | | x | | | - diff --git a/Documentation~/ref_windows.md b/Documentation~/ref_windows.md index af5fd4daa..2ec01cacf 100644 --- a/Documentation~/ref_windows.md +++ b/Documentation~/ref_windows.md @@ -1,4 +1,4 @@ -# Editor window reference +# Editor windows reference This section provides information on the following ProBuilder Editor [windows](overview-ui.md#pb_editors): diff --git a/Documentation~/selection_ref.md b/Documentation~/selection_ref.md new file mode 100644 index 000000000..01abd3762 --- /dev/null +++ b/Documentation~/selection_ref.md @@ -0,0 +1,28 @@ +# Selection options reference + +This table lists all the selection options you can use with a ProBuilder object, and indicates which [Edit modes](modes.md) support them. + +These actions are available: + +* From the **main menu** > **Tools** > **ProBuilder** > **Selection**. +* From the context menu: + 1. In the **Tools** overlay, set the working context to ProBuilder. + 1. In the **Tool Settings** overlay, select an edit mode. + 1. In the **Scene** view, right-click on a ProBuilder object. + +These options are never available in the GameObject tool context. + +| **Property** | **Vertex edit mode (ProBuilder context)** | **Edge edit mode (ProBuilder context)** | **Face edit mode (ProBuilder context)** | +| ---- | ---- | ---- | ---- | +| [Grow Selection](Selection_Grow.md) | x | x | x | +| [Select Hole](Selection_SelectHole.md) | x | x | | +| [Select Face Loop](Selection_FaceLoopRing.md) | | | x | +| [Select Face Ring](Selection_FaceLoopRing.md) | | | x | +| [Select Edge Loop](Selection_EdgeLoopRing.md) | | x | | +| [Select Edge Ring](Selection_EdgeLoopRing.md) | | x | | +| [Select Material](Selection_SelectByMaterial.md) | | | x | +| [Select Smoothing Group](Selection_SmoothingGroup.md) | | | x | +| [Select Vertex Color](Selection_SelectByVertexColor.md) | x | x | x | +| [Shrink Selection](Selection_Shrink.md) | x | x | x | + +The [Select Path](SelectPath.md) action is available only through its keyboard shortcut, and only in the Face edit mode. \ No newline at end of file diff --git a/Documentation~/tool-options-overlay.md b/Documentation~/tool-options-overlay.md index 0a9f3366b..ca322ff01 100644 --- a/Documentation~/tool-options-overlay.md +++ b/Documentation~/tool-options-overlay.md @@ -1,8 +1,8 @@ # Tool options overlays -You can change settings for some ProBuilder options like extrude, collapse, and grow selection. The settings are available in the **Tool Options Overlay** for each tool. +You can change settings for some ProBuilder options like extrude, collapse, and grow selection. The settings are available in the **Tool Options Overlay** for each tool. -To access the tool settings: +The **Tool Options Overlay** opens when you select a tool; if it doesn't, you can open it from the **Overlay Menu**: 1. Select a tool, for example **Main Menu** > **Tools** > **ProBuilder** > **Selection** > **Grow Selection**. 1. From the **Overlay Menu** overlay, select the corresponding action's button. For example, for the Grow Selection action, the button is **GS**.