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Found 6 results

  1. quid3st

    Vertex connect failure

    Hey, I'm trying to connect some vertices, which I created along the map, in order to add detail to geometry. However, the "Connect vertices" feature works only 50% of the time. And when it fails, no error is shown. Instead, a regular "Connected 2 vertices" is shown, and no edge is created between the vertices. Edit: Added video down below These vertices were created by subdiving the edges, which they lie on. I moved the left vertex down, and right vertex up, in order to make this clear in the following image: This kind of edge subdivision and vertex connecting works half the time, and I never get an error message. EDIT: I also created a video to replicate the issue. It seems the problem is when I extrude a face, instead of bridging them. I realize this might not be a bug. But it would be nice if the extruded plane's vertices would react well to vertices that are on a plane next to it. 2018-02-16 09-10-56.mp4 EDIT 2: I tried bridging some of the edges in my geometry, in order to correctly connect vertices, but I am unable to. Is this a bug or am I doing something wrong? Can be seen in the following video: 2018-02-16 09-22-15.mp4 Unity 2017.3.0f3 Probuilder2.9.7f5 Thank you!
  2. I'm working on a runtime level editor using ProBuilder. I have face translation working, but the pb_Object's uv's change when I move the face. I want them to maintain their position in world space (I think that's the best way to describe it). How I want the UV's to behave (using ProBuilder tools). https://gyazo.com/d8ee8d45a145b91a26769abe10d006cf How they currently behave (runtime editor). https://gyazo.com/91abbad97d74cb5c605983c2228ce6ff I'm using this line to translate the face. pb.TranslateVertices (this.selection.face.distinctIndices, this.selection.normal.normalized * dist.z); I would appreciate any help!
  3. Hi, I'm trying to drag select overlapping vertices so that I can collapse them but I can only select one of them. I tried going into wireframe mode but with the same result. I've seen Gabriel do this many times on his DOOM E1M1 tutorials as well as other ProBuilder videos. As of now I am manually moving the vertices aside and selecting them. Thanks.
  4. Protozoaire

    Material issue with face mode

    - Windows 10 x64 - Unity 5.2.2f1 Personal - ProBuilder 2.4.11f0 1) If the face selection mode is activated (edge and vertex modes not tested), it's not possible to drag and drop a new material to a PB GameObject. 2) If we drag and drop the new material to the Mesh Renderer Component, it works ... but if we load the scene again and select the PB GameObject, the old material is back again :
  5. To help those who are searching to do the same, below is a C# script to move the vertices of a pb object : using UnityEngine; using System.Collections; using ProBuilder2.Common; public class MoveVertex : MonoBehaviour { pb_Object pb; //ProBuilder Object pb_Face face; //Object face Vector3 VertCoo; //Vertex Coordinates int[] indices; //List of vertices in the choosen face void Start() { pb = GetComponent<pb_Object>(); //Get the component on the object pb_Face face = pb.faces[0]; //Get the choosen face indices = face.distinctIndices; //Only grab the unique indices - so (0,1,2,1,3,2) becomes (0,1,2,3) VertCoo = new Vector3(0.5f,0.5f,0); //New coordinates StartCoroutine(WaitAndChange()); } IEnumerator WaitAndChange() { yield return new WaitForSeconds(2); //After 2 seconds //We change the vertices' position pb.SetSharedVertexPosition(indices[0], VertCoo); pb.SetSharedVertexPosition(indices[1], VertCoo); pb.SetSharedVertexPosition(indices[2], VertCoo); pb.SetSharedVertexPosition(indices[3], VertCoo); } } To see what it does :
  6. Protozoaire

    Vertex animation

    I would be totally awesome to add the possibility to animate vertices in animation mode. It would allow so many many new things !