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Found 5 results

  1. Hi - How can I use ProBuilder on an imported/pre-textured model? I've tried applying Pb_Object & Pb_Entity but can't get it to work... Thanks
  2. djeby

    Importing Polybrush Error

    I imported the Polyprush asset and I got this error in my console. What should I do? Assets/ProCore/Polybrush/Code/Editor/Utility/z_EditorUtility.cs(383,19): error CS0117: `UnityEditor.EditorUtility' does not contain a definition for `SetSelectedRenderState' Unity Version: 5.5.0b4 Version of Polybrush: 0.9.9b2 This also happens in new created projects.
  3. Tommycore

    Import from/Export to STL

    Hey there! A friend of mine recently got a 3D printer, and I'm really excited to go and try it out. It would be awesome if I could directly export to .stl from ProBuilder or import .stl files to edit them. I mean, not that it is much of a hassle to use a third party tool for the conversion, but still, it would be nice and convenient. I must admit that I have no idea how difficult this would be, but I guess it shouldn't be too hard, since all the hardcore processing for the print process is done in a slicer, so I recon the .stl should only contain the mesh data, without material stuff. But, like I said, I don't know for sure. Also, I think it would be quite nice for other developers to be able to have meshes directly from the game printed to sell or use as an incitement for crowd funding. Thanks in advance =)
  4. I'm so excited I just had to share. While learning ProBuilder, I created a silly dungeon level with its own mesh collider attached, about 2500 polygons. As a test, I dumped it out to an OBJ file using the export feature from PB. I imported that into Blender, and the ceiling, walls, and floor imported as three separate objects (just what I would have expected) in Blender's scene tree. In Blender, I joined those three objects into one, then did some "subdivide smooth" operations to round out all the corners, producing a medium-poly mesh at about 6000. I exported the result as an FBX file, then pulled that into Unity in the usual way. Inside Unity, I selected the Blender mesh prefab and asked PB to "ProBuilderize" it, which worked just fine. To my amazement after all that, PB still saw the three different materials, all mapped to the correct parts of the PB object! I used the "select all by material" in PB to reassign the materials onto the surfaces, and the result looked great. Now, back to my original PB object, I simply edited it in PB and made it "collider" instead of "detail", and voila! It was a low-poly collision mesh that precisely overlays the higher-poly Blender visual mesh in Unity. Here's a screen shot of the result. Don't laugh at the level design -- it's just a learning scene and will never go into a real game! The real textures aren't greenish, by the way -- that's a by-product of the collider overlay. And in case any other PB newbie is wondering, yes, PB works just fine with Substance procedural textures. I know from experience that round-trip tooling is really hard to achieve, and I'm frankly amazed at being able to get this working during my very first test project in a new tool. Kudos to the PB developers!
  5. Hello Together, I wanted to texture some objects created with the Shape Tool (mainly cube+prism) using UV as I want e.g. the cube to have different textures on each facing. As this is not possible and each side has the same texture (correct me if I am wrong) I exported a cube using the ExpObj script, gave it a UV Mapping in Blender and reimported it again. The imported model is without the procore functions now and any attempt to insert them resulted in a reset of the UV mapping. I would need a possibility to use the procore editing functions for the new object or to give the Shape Tool objects different textures for each facing. Could you give me any advice? Thank you in advance