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Found 18 results

  1. 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:
  2. 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 ?
  3. PB doesn't have any delete edge or vertex features, so I'm wondering how I should go about doing something simple like turning this into a plane with just 1 face? I can select all four faces and merge faces, but that leaves all the vertices and edges behind and I can't delete them. How do I do this?
  4. Hi guys, I wanted to share my small contribution to ProBuilder: Since I use quite a lot the ability to change the vertex color of my PB mesh, I was quickly very limited by the fact that the PB vertex color palette has only 10 slots. Even with more slots, I needed the ability to store & order my colors properly, because I use some of them only in specific scenes for example. So I created a VertexColorPalette asset & manager: grab the C# script and put it in one of your Editor folders: ProBuilderVertexColorPalette.cs You can now create a VertexColorPalette object like any regular asset: A VertexColorPalette is simply a ScriptableObject. When selected, you can manually edit the 10 colors using the Inspector. You can directly "capture" the colors from the current PB palette by clicking the Load from ProBuilder button. When you what to replace the PB palette with the colors from one of your saved palette, select your asset and press Apply to ProBuilder button. Limitations: - You cannot "capture" a color from the current PB palette if the palette has been reset (colors will appear white), because resetting a palette doesn't seem to change pb_Constant.pbVertexColorPrefs. - When overriding the PB palette using the Apply to ProBuilder button, the changes won't appear if the Vertex Color panel is opened. Just close and reopen the panel to see the updated palette. Hope it will be useful Do not hesitate to suggest changes and/or improve it. Thanks, Yannick
  5. Hi, I would really want to be able to export my terrain with vertex colors out to my 3D package. (I am using vertex colors to blend my textures.) I can choose between .obj and .stl. and they don't support vertex colors. Would it be possible to get a .fbx export option supporting Vertex Colors. Thanks for great tools.
  6. The vertex color brush size ends at 5, please make the user to be able to write higher value in the field. (the slider can still go to 5.) I'd really like a "fill the mesh with a vertex color" option, the default value is white. In my case when I blend between textures using vertex colors I get all three textures on top of each other. If only I could fill the landscape with a single color. Another cool option would be to randomize the mesh with different vertex colors. (Red,Green,Blue,Black for example.) Thanks!
  7. 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 :
  8. I love substances, and I love Vertex Painting with Polybrush! Is it already in there, and I'm just unaware of the right method - or is this something Polybrush might be able to do in the future?
  9. 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.
  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. paulgswanson

    Vertex Position Scaler

    Sorry, for the bad title. I'm not sure what to call it. There is a feature in 3ds max that would be extremely handy. Lets say you have a plane set at 30 degrees But you only want the corners set to the exact same Y cord In 3ds max you could just select all 4 verts you wanted and scale down till the position matches exactly. It would just stop there then you would drag them where you wanted them I tried this last night in PB and instead of stopping at the middle point between the verts it just keeps going in the opposite direction it doesn't stop. In some cases the Verts simply didn't cross the mid point at the same time. So I couldn't even eye ball it. In Max this is a Key technique for Vertex alignment. Can we get a similar tool? Or rework how vertex scaling works?
  12. propulsion

    Move vertex along the edge

    Something like this:
  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. Hello! One feature that would save me many hours is the ability to snap an edge or a vertex to a surface. For example: I've created a table with tapered legs. I wish to add a support bar between them, flush against both sides. What I wish to create the rectangle for the support bar with the correct depth and height. Then, grab the top edge of the support bar's side and snap it to the side surface of the leg, then repeat the action on the bottom edge of the support bar's side, thereby conforming that side of the support bar to the slant of the leg. Unfortunately, the only method of which I am aware (if the legs are already tilted), is to repeatedly slice both legs until the division is at approximately the correct height for where I want the support bar to be, detach the edges where the support bar will connect, invert the normals of the detached surface, bridge all of the support bar's edges to create the bar, bridge the gaps on the legs to close them up, then piece by piece drag all of the unused leg vertexes and collapse them. On countless occasions, having a feature to simply drag a vertex, edge, or surface flush to another surface would have saved me an hour or more of work. I truly hope you will consider this feature! Also, if there is a better approach in the meantime, I would love to know it! Thank you in advance! Be well! - S.
  15. 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 !
  16. Hi, I'm trying, with no luck, to weld two vertices from two different objects. Could someone tell me the process to do it. Aditionaly. Can I merge two edges of two different objects Thanks! Carlos
  17. Hello there, I'm having a weird problem with the latest version of ProBuilder (bought it some days ago, i've tried emailing probuilder but no answer as of now). The vertex handles and the edge handles don't seem to be appearing through geometry like I see in most tutorials and documentation I find about the program. I used Prototype to test the software for some days before and I was fascinated at how quickly I was able to move vertexes around by box selecting them through geometry (everything was working fine there). In the newest version I bought, however, the vertex handles show up as white (not blue) unselected and I can't see or select them through other geometry. I've attached a picture to show what I mean. In the left, you see the proper behavior I'd expect from your tool, in the right you can see my case. Some extra information: I also added ProTools' QuickEdit in the plugins I imported. I successfully upgraded to ProBuilder 2 from Prototype by following your upgrade guide and downloading the Upgrade Kit. Nothing out of the ordinary happened and it all seems to be working fine apart from my issue. I'm running Unity 5.0.2 atm and I have a 64 bit Windows 7 system. It's starting to becoming a nuisance since the more complex my scene gets the more I have to twist the camera around to get to the vertex handle I want. I upgraded to make the most use of the tool and speed up development but it seems I actually got a setback for now. I hope you can help me. I'd love to hear back from you soon, thank you.
  18. carlosrovira

    Remove vertex

    Hi, I've divided a face and now after some modeling I want to merge faces. As ProBuilder remove the edge between the faces it left the intermediate vertex in both edges. So I'm trying to figure how I can remove those vertex, without luck. Can someone give me the way to do this? Thanks