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Found 14 results

  1. gord0

    Runtime assistance

    Hi there, I'm on a project that is a sandbox instructors' tool for various airspace coordination scenarios (basically don't shoot down your own air support 101). The instructor can drag many things into the scene (various aircraft/artillery, marker gizmos, etc). One of the things they want to be able to do is mark "zones" in both the air and on the ground. Right now I've just put in some regular unity cubes with a 2 sided shader with transparency so they can see through them but also still see them when the camera is inside them. The user would just scale them as needed. The problem is they're still just scaled cubes. What they would like is the ability to make "corridors". So I back-engineered your example scene for extruding faces of a cube at runtime and the user can now resize the "zones" by extruding faces.... ....As it is right now I can only extrude entire faces, but I'm unable to branch off as is depicted in the image below. I'm not fully familiar with all the geometry terminology but I have gotten this far, would anyone be able to point me in the right direction or have examples of what I've described? I've been able to do it in the editor, but I need to know how to do it via C# at runtime. Any help is much appreciated PS I'm running Unity 5.6.2f1 and I don't have the liberty to change versions.
  2. Hey, I know this question has been asked many times but those answer were mainly built around ProBuilder 2 and before Basic and Advanced classification was removed. So coming to the point. How can I replicate face selective behavior like in ProBuilder 2 runtime example and also have capability of applying different material to selected face at runtime (C#). Thanks cheers
  3. (SOLVED (Workaround found): see second post from user "karl", below). I'm following along with Gabriel on his Youtube video 'Prototyping a "Medieval House" in Unity with ProBuilder3D' (I pasted the link below and it put the video there). My issue starts at 4:20 in the video; he says if you don't hold S while pulling a face, then it will snap to an infinite point. My problem is that it still snaps to an infinite point even when I hold S and pull. I've tried holding S before clicking the arrow to pull, clicking first then holding S and pulling, and other things but I can't seem to get it to work. Can't progress in the video because of this. About me: PC: Windows 10, AMD ryzen 1700, 16gb ram, AMD RX 550 4gb Unity: 2017.2.0f3 (started out using Unity betas with their built-in Probuilder, but they were so buggy for me, that I returned to the 2017 versions) Probuilder: 2.9.8f3 Project setup (this error happened pretty early in this project so thought this info might help since I'm just starting): - This "Medieval House" scene is in the same project as my recently completed House with Interior and Exterior from Gabriel's other YT video. - Gabriel didn't say to do so, but I noticed at the start of his vid that he had several parts of the Standard Assets imported, so I imported all the folders he had. I then had a compiler error about a namespace called "WaterBase" in a .cs file in the Standard Assets; resolved it by doing a reimport of the Standard Assets, and pulling in the Water and Water (Basic) folders in the Environment folder.
  4. multiversemarble

    Subdivide face messes up textures

    -Name of tool - ProBuilder -A brief description of the issue - Whenever i try to do subdivide face it messes up entire uv on the mesh - Version of Unity - 2018 beta 6 i just clicked on one face and selected subdivide face
  5. Probuilder Advanced 2.9.5f3 Unity 2017.1.0f3 Personnal When hit Shift+F, it doesn't center on the selected vertex but on the current object's pivot:
  6. Hi , Im working on the runtime version for ProBuilder and im stack on the gizmo orientation local or planar for the face or vertex . any build in function to get it right ? I know that we have a function to get the normal for the face : Vector3 targetAxis = pb_Math.Normal(pbUtil.ValuesWithIndices(currentSelection.pb.VerticesInWorldSpace(), currentSelection.face.distinctIndices)) and for the axis creation i give this values to each axe: xDirection = Vector3.Cross(Vector3.up.normalized, targetAxis.normalized); yDirection = Vector3.up; zDirection = targetAxis; but the X and Z axes are not moving the right way when i rotate the object on the Y axe . Any idea or help plz ?
  7. sarahnorthway

    How to select one triangle

    Hi! I'm new to ProBuilder Advanced but I've been using QuickEdit for some time. In QuickEdit, vertex mode selects vertices, edge mode selects lines between two vertices, and face mode selects triangles. In ProBuilder, it seems that edge and face modes instead select groups of lines or triangles. How do I break shapes apart so that I can select individual triangles or lines rather than groups of them? Simple example: if I create a cube in Unity, "ProBuilderize" it, then switch to face selection mode and click on it, it selects a group of 2 triangles. I want to select only one of those two triangles so I can flip its normal. Is this possible? Real example: I want to tweak the mesh in the attached screenshot by subdividing, merging and extruding specific triangles, however the entire top has been ProBuilderized as one face made of 264 vertices. When I select that top face and click Subdivide faces, I get a warning "Triangulation failed - additional vertices were inserted" and a NullReferenceException. I'm seeing a lot of warnings, errors and strange behavior, making me think ProBuilder isn't compatible with my imported meshes and is intended for simpler quad-based shapes created with ProBuilder. Is this true - am I just using it wrong?
  8. Hello! As pictured (top scene view), I have created a cylinder for a pillar and made some face extrusions (along the face normal) for some detail. Now I wish to further manipulate the edges on said face - but the edges have a different forward direction to the face. Any edge work results in misaligned geometry relative to that initial extrusion. Sorry if this is a trivial issue - can anyone assist?
  9. Hello, I was building my level, finished with the layout and then started to add textures to walls. However, I've hit a dead end. I would like to select more than 2 different faces from different objects, which are right next to each other, together combining a wall, and apply a texture which would stretch or tile (doesn't matter which) uniformly across all the selected faces. Problems arise, around window panes or door frames, which are surrounded by minimum of 3 objects, that are part of the same wall. When I apply the materials, what happens, is that textures are applied separately to faces, without having any idea about adjacent walls. The effect I am trying to achieve is something that is built in to GtkRadiant. If you select 2 or more faces that are adjacent to each other and apply the texture at the same time, the face select acts as if I've chosen one object only. What I would like to achieve: As you can see, left and bottom parts (in red) are different wall pieces, however when I select these 2 faces and apply the texture at the same time, radiant is aware of this and stretches the texture accordingly. What I would not like to happen: Applying materials does not take into account adjacent faces. Thank you, Cheers, quid3st
  10. Hello, I am new to Probuilder and I am struggling on -I guess- a small problem. How can I check what is the selected mode (Object, Vertex, Edge, Face) ? I would like to have a switch case to deal with each mode. Also, do you know how to set the mode to one particular element (other than through pressing shortcut keys or clicking on the toolbar) by scripting ? I have found "SelectMode" but I dont know how to modify or check it. Thank you
  11. Hi, I often work with "empty geometry" (walls with inverted normals), and I always find it hard to select faces. I think there are 2 problems: A - When the camera is outside the geometry, if the "set hidden element selection" option is enabled, it will always select a backface. I find working with this behavior tedious, since I have to manually switch between enabling/disabling "set hidden element selection" all the time, or I have to manually move the camera inside the geometry. A lot of time, the camera seems to be inside the geometry, but is in fact just a bit outside, so I will misselect a lot. I would have love to have 2 separate options for selection, instead of only the current "set hidden element selection": - one to prevent from selecting "obscured by geometry faces". - one other to prevent from selecting "back faces". B - Selected backfaces are not highlighted. In this image, the top and left backfaces are selected. But it's impossible to say: I would love if every faces, even the ones facing away from the camera, could be highlighted. Thanks
  12. Hi, Here are a suggestion I would like to share about group selection. Maybe this feature is already present and I didn't find out how to enable it. In this case please let me know. Right now, when "group selecting" faces, only the faces which are completely included under the selection square are selected: This makes selecting for example only the walls (without the floor and the ceiling) of a room very cumbersome. Furthermore, this behavior is inconsistent with edge selection, where they don't have to be fully under the selection square to be selected: I would love to have a checkbox somewhere to change between these 2 "group selection" behavior: - select only what's fully under the selection square - select every objects touching the selection square Thanks
  13. 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 :
  14. Whenever I apply a material to a selection of faces (part of the mesh), the face selection then becomes messed up for some part of the mesh. I click on one face, and another is selected (but not for all faces). It's like the indices of the faces is rearranged for material sorting, but the selection algorithm doesn't know. I've tried a few of the repair options, but I haven't found one that works. What does fix the issue is reloading the scene. But I'd rather not do that constantly when trying to apply some textures.