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Found 3 results

  1. Hey , I was working on a runtime simulation tool for which I wanted to use the pb_Poly shape to allow user to create meshes of any shape dynamically So decided to appent points in pb_poly shape manually Problem is the points are not getting connected at the end. And thus no poly is drawn Could you be kind enough to let me know how to go around this thanks Regards
  2. So I'm working on making a runtime mesh editor and I'm trying to use the built in tools to show the vertices, edges and faces but I'm having a bit of trouble working with the API. After way too much digging I found the pb_ElementGraphics class which seemed to do what I want, along with a forum post about how to use it: I tried to do what was specified in the forum post but I couldn't get it to work. It seems as though the code has changed quite a bit since this post was made because the function used, pb_ElementGraphics.instance.BuildVertexMesh(), no longer works. I tried using pb_ElementGraphics.RebuildGraphics() but I can't figure out how to get that pb_Edge[][] distinct edge array, and even if I did I suspect I'm using this function incorrectly. The documentation is really unhelpful when it comes to topics like this, can somebody please explain to me how the pb_ElementGraphics class is used, and/or how I would go about displaying the vertex, edge, and face handles in runtime?
  3. Hi All, I'm looking into using procedural generation to make levels and objects, and wanted to know if there's a ProBuilder scripting API for this? My specific goal is to have a script spawn and place boxes of different sizes around the scene. I know how to do this with the default Unity cubes, by just using GameObject.CreatePrimitive(PrimitiveType.Cube); And then changing its position and scale. However, I'd like to do it with ProBuilder cubes, so that I can edit them by hand. Also, I'd like to not use scale, but use the extrude face function, for having cubes of different sizes. Any help would be greatly appreciated. Thank you! - Willy
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