Skip to content

Reorg of the table of contents #562

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Draft
wants to merge 65 commits into
base: master
Choose a base branch
from
Draft
Show file tree
Hide file tree
Changes from all commits
Commits
Show all changes
65 commits
Select commit Hold shift + click to select a range
dfc428f
Jon's table update
Aug 14, 2024
674f17b
Edge_Bevel edit
Aug 14, 2024
5032ec7
No more bevel face as a standalone?
Aug 14, 2024
c92c816
Bridge edges
Aug 14, 2024
1c944d1
Bridge edges
Aug 14, 2024
148197e
Replacing example in Bevel Edges
Aug 14, 2024
2c65b09
Update Edge_Bevel.md
suearkinunity Aug 14, 2024
5560a99
Merge branch 'suearkinunity-DOCATT-5849' of https://github.com/Unity-…
Aug 14, 2024
17abd9a
Quick push as backup
Aug 19, 2024
61f3433
Found a new action
Aug 19, 2024
1009495
Starting to come to grips with the table
Aug 19, 2024
31f7fe7
Getting ready for a PR
Aug 22, 2024
0d4811d
Title fix
Aug 22, 2024
12d54ec
Grow Selection page and image
Aug 23, 2024
254117b
First attempt
Aug 24, 2024
191629b
Merge branch 'master' into suearkinunity-DOCATT-5849
modrimkus-unity Aug 26, 2024
9a91284
Minor change
Aug 27, 2024
872e8ae
Trying a whole new thing
Aug 27, 2024
2613b2e
Select Hole update
Aug 28, 2024
a807b57
Fill Hole
Aug 28, 2024
b02d590
Having fun with the ring/loop options
Aug 29, 2024
8b5877c
Didn't add the pages
Aug 29, 2024
1afa800
Very, very bad TOC
Aug 29, 2024
8bc3fd4
Forgot to create that file
Aug 29, 2024
dd61ec2
Don't need to keep that
Aug 29, 2024
3621572
Holding this for a moment
Sep 2, 2024
2aaf627
Changing TOC so the docs build
Sep 2, 2024
f6d9009
Bit of a change
Sep 2, 2024
9284e4b
Bit more reorg
Sep 2, 2024
ce35b2a
Emptying the original section
Sep 3, 2024
e8d27df
That was wrong
Sep 3, 2024
50ac6db
Merge pull request #563 from Unity-Technologies/suarkin-DOCATT-5849-4
suearkinunity Sep 4, 2024
b36c055
Merge pull request #561 from Unity-Technologies/suearkin-DOCATT-5849-3
suearkinunity Sep 4, 2024
70a7da7
Update Documentation~/CenterPivot.md
suearkinunity Sep 4, 2024
88c61f7
Merge branch 'suearkinunity-DOCATT-5849' into suearking-DOCATT-5849-2
suearkinunity Sep 4, 2024
15e9f5e
No Shift feature
Sep 4, 2024
c20e69a
Moving ProBuilderize out to Creating
Sep 4, 2024
6005e01
Moving ProBuilderize to Create
Sep 4, 2024
683af6d
Horrible title
Sep 4, 2024
27325df
Update TableOfContents.md
suearkinunity Sep 5, 2024
ab34dc2
Basically stashing without stashing
Sep 6, 2024
0aa8a7e
Select vertex color
Sep 6, 2024
2c522b4
Tidying up a bit
Sep 9, 2024
c455091
Fixing nesting in TOC
Sep 9, 2024
8ee2214
Tidying up TOC
Sep 10, 2024
4b13314
Extrude Faces update
Sep 10, 2024
f6207f3
Lightmap UVs action doesn't exist
Sep 10, 2024
20e8e2c
Removing notes to self
Sep 10, 2024
9169b60
Update TableOfContents.md
suearkinunity Sep 11, 2024
c20bbbf
Moving out the MeshFilter component page
suearkinunity Sep 11, 2024
49e91a7
Merge branch 'master' into suearkin-DOCATT-6821
suearkinunity Sep 16, 2024
7963ccf
Update Content/Resources/Materials/FacePicker.mat
suearkinunity Oct 11, 2024
99e25f8
Update Face_Extrude.md
suearkinunity Oct 11, 2024
398afbe
Merge branch 'suearking-DOCATT-5849-2' into suearkin-DOCATT-5849-5
suearkinunity Oct 14, 2024
a960836
Merge pull request #568 from Unity-Technologies/suearkin-DOCATT-5849-5
suearkinunity Oct 14, 2024
b256370
Update ProBuilderDefault.mat
suearkinunity Oct 14, 2024
66f15d6
Merge pull request #560 from Unity-Technologies/suearking-DOCATT-5849-2
suearkinunity Oct 14, 2024
d8c4357
Merge branch 'master' into suearkinunity-DOCATT-5849
suearkinunity Oct 14, 2024
d205bad
Merge branch 'master' into suearkin-DOCATT-6821
suearkinunity Oct 14, 2024
2d04fa9
Update Object_ProBuilderize.md
suearkinunity Oct 14, 2024
1602d7f
Delete Documentation~/ref_actions.md
suearkinunity Oct 14, 2024
360af9c
Update TableOfContents.md
suearkinunity Oct 14, 2024
8851c0e
Update TableOfContents.md
suearkinunity Oct 14, 2024
d2645c8
Merge pull request #555 from Unity-Technologies/suearkinunity-DOCATT-…
suearkinunity Oct 14, 2024
0dfc6a0
I have not backed up in way too long
Nov 11, 2024
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
14 changes: 7 additions & 7 deletions Documentation~/Arch.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
# Arch

The basic arch shape is a curved symmetrical shape (see **A** in the image below). You can customize the basic arch shape to create tunnels, pipes, roofs, and many other objects.

![Arch shapes](images/shape-tool_arch.png)
Expand All @@ -15,11 +16,10 @@ When you customize an arch shape, keep in mind that when you change the thicknes

You can customize the shape of an arch with these shape-specific properties:


| **Property:** | **Description:** |
|:-- |:-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| __Thickness__ | Set the thickness of the arch in meters. The larger the thickness, the smaller the opening becomes. The default value is 0.1. The minimum value is 0.01. |
| **Property** | **Description** |
| :--- | :--- |
| __Thickness__ | Set the thickness of the arch in meters. The larger the thickness, the smaller the opening becomes. The default value is 0.1. The minimum value is 0.01. |
| __Sides Count__ | Set the number of sides for the arch. The more sides you use (relative to the size of the __Radius__), the smoother the arch becomes, so the closer you get to a semi-circle. Conversely, if you set this value to 2, the arch turns into a peaked roof, regardless of the radius. The default value is 5. Valid values range from 2 to 200. |
| __Arch Circumference__ | Set the circumference of the arch in degrees. For example, an arch of 360 degrees is circular. The default value is 180. Valid values range from 1 to 360. |
| __End Caps__ | Enable this option to create faces for the ends of the arch (default). <br /><br />Disable this option if you know the ends are not visible to the camera (this is an [optimization strategy](workflow-edit-tips.md) that reduces the number of polygons that Unity has to render). |
| **Smooth** | Enable this option to smooth the edges of the polygons. This property is enabled by default. |
| __Arch Circumference__ | Set the circumference of the arch in degrees. For example, an arch of 360 degrees is circular. The default value is 180. Valid values range from 1 to 360. |
| __End Caps__ | Enable this option to create faces for the ends of the arch (default). <br /><br />Disable this option if you know the ends are not visible to the camera (this is an [optimization strategy](workflow-edit-tips.md) that reduces the number of polygons that Unity has to render). |
| **Smooth** | Enable this option to smooth the edges of the polygons. This property is enabled by default. |
15 changes: 9 additions & 6 deletions Documentation~/CenterPivot.md
Original file line number Diff line number Diff line change
@@ -1,11 +1,14 @@
# ![Center Pivot icon](images/icons/CenterPivot.png) Center Pivot
# Center Pivot

The __Center Pivot__ action moves the pivot point for the Mesh to the center of the object’s bounds. For example, if you move a lot of vertices on one side of your Mesh, when you try to rotate the object, it rotates around a point outside of the Mesh.
The __Center Pivot__ action moves the pivot point for a mesh to the center of the object’s bounds. You might want to do this if you have elongated the vertices on one side of your mesh, which pushes the bounds on that side far from the original center.

From the main menu, select **Tools** > **ProBuilder** > **Object** > **Center Pivot**.
To center the pivot point:

![Center Pivot example](images/CenterPivot_Example.png)
1. Select one or more objects.
> **Note:** If you have multiple objects selected, each object's new pivot point is the center of that object, regardless of the position of any other object.
1. From the main menu, select **Tools** > **ProBuilder** > **Object** > **Center Pivot**.
If you are in the GameObject context, you can also right-click (macOS: **Ctrl**+click) the object and select **ProBuilder** > **Center Pivot**.

![Center Pivot example. The mesh on the left side is above and to the right of its pivot. The mesh on the right has its pivot at its center.](images/CenterPivot_Example.png)


> **Note:** If you have multiple objects selected, each object's new pivot point becomes the center of each object, regardless of the position of any other object.
You can also set the pivot to the center of selected edges, faces, and vertices. Refer to the [Set Pivot](SetPivot.md) action for more information.
3 changes: 2 additions & 1 deletion Documentation~/Cone.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
# Cone

A cone is a shape that tapers from a circular (or roughly circular) base to a point. You can adjust the smoothness.

![Cone shapes](images/shape-tool_cone.png)
Expand All @@ -15,6 +16,6 @@ You can customize the shape of a cone with this shape-specific property:


| **Property:** | **Description:** |
|:-- |:-- |
| :--- | :--- |
| __Sides Count__ | Set the number of sides for the cone. The more sides you use, the smoother the sides of the cone become. The default value is 6. Valid values range from 3 to 64. |
| **Smooth** | Enable this option to smooth the edges of the polygons. This property is enabled by default. |
1 change: 1 addition & 0 deletions Documentation~/Cube.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
# Cube

A cube is the default shape in ProBuilder. It is a six-sided 3D square.

![Cube shapes](images/shape-tool_cube.png)
Expand Down
3 changes: 2 additions & 1 deletion Documentation~/Cylinder.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
# Cylinder

A cylinder is a shape with long straight sides and two circular (or roughly circular) ends, like a tube. They have a radius and a height.

![Cylinder shapes](images/shape-tool_cylinder.png)
Expand All @@ -15,7 +16,7 @@ You can customize the shape of a cylinder with these shape-specific properties:


| **Property:** | **Description:** |
|:-- |:-- |
| :--- | :--- |
| __Sides Count__ | Set the number of sides for the cylinder. The more sides you use, the smoother the sides of the cylinder become. The default value is 6. Valid values range from 4 to 64. |
| __Height Cuts__ | Set the number of divisions to use for the height of the cylinder. For example, a value of 3 produces 4 faces on every side of the cylinder. The default value is 0. |
| __Smooth__ | Enable this option to smooth the edges of the polygons. This property is enabled by default. |
Expand Down
3 changes: 2 additions & 1 deletion Documentation~/Door.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
# Door

The ProBuilder door shape provides a convenient door Mesh that you can set into a level wall. There are no polygons where it meets the wall, so you can place it directly into the wall.

![Door shape](images/shape-tool_door.png)
Expand All @@ -17,6 +18,6 @@ You can customize the shape of a door with these shape-specific properties:


| **Property:** | **Description:** |
|:-- |:-- |
| :--- | :--- |
| __Pediment Height__ | Set the height of the top of the door frame in meters. The default value is 0.5. The minimum value is 0.01. |
| __Side Width__ | Set the width of the door frame on the sides in meters. The default value is 0.75. The minimum value is 0.01. |
25 changes: 18 additions & 7 deletions Documentation~/Edge_Bevel.md
Original file line number Diff line number Diff line change
@@ -1,14 +1,25 @@
# ![Bevel Edges icon](images/icons/Edge_Bevel.png) Bevel (Edge)
# Bevel Edges

The __Bevel Edge__ action splits the selected edge(s) into two edges, with a new face between.
To create a new face from an existing face or edge, use the __Bevel Edges__ action. If you bevel a face, all its edges create a new face. If you bevel an edge, only that edge creates a new face.

![Bevel 3 edges on cube](images/BevelEdges_Example.png)
![Beveling two doors. The left door has a bevel edge, and the right door has a bevel face](images/BevelEdges_Example.png)

From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Bevel Edges**.
To bevel edges or faces:

## Bevel Options
1. In the **Tools** overlay, select the **ProBuilder** context.
1. In the **Tool Settings** overlay, select either:
* The **Face** edit mode to bevel selected faces.
* The **Edge** edit mode to bevel selected edges.
1. Select the face or edge to bevel. Hold **Shift** to select multiple faces or edges.
1. Do one of the following:
* Right-click (macOS: **Ctrl**+click) on the selected face or edge and select **Bevel Edges**.
* From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Bevel Edges**.
1. The **Bevel Edges** overlay opens and a new face is created.

![Bevel Edge options](images/Edge_Bevel_props.png)
## Bevel Edges options

To change the width of the bevel, change the __Distance__ to move the newly created edge(s) from the position of the original edge(s). This becomes the width of the new face(s).
To change the width of the new face, change the __Distance__ value, which defines the distance in meters between the original and new bevels.

The minimum width is `0.0001`. The maximum width depends on the original shape, because the new face has to fit within it.

Select **Live Preview** to move the bevels as you change the distance value with the mouse. When **Live Preview** is off, the bevels update only when you release the mouse.
29 changes: 25 additions & 4 deletions Documentation~/Edge_Bridge.md
Original file line number Diff line number Diff line change
@@ -1,9 +1,30 @@
# ![Bridge Edges icon](images/icons/Edge_Bridge.png) Bridge Edges
# Bridge Edges

The __Bridge Edges__ action creates a new face between two selected edges.

By default, this action can only bridge two open edges (that is, no face on the open or free side). However, you can override this; to do so, navigate to the Preferences and enable [Allow non-manifold actions](preferences.md#bridge).

![Bridge edges between two planes](images/BridgeEdges_Example.png)

You can use this action with the **Alt/Opt+B** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Bridge Edges**).
To bridge edges:

1. In the **Tools** overlay, select the **ProBuilder** context.
1. In the **Tool Settings** overlay the **Edge** edit mode.
1. Hold **Shift** to select the edges to bridge.
1. Do one of the following:
* Press **Alt+B** (macOs: **Option**+**Shift**+**B**).
* Right-click (macOS: **Ctrl**+click) on the selected edge and select **Bridge Edges**.
* From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Bridge Edges**.

## Open and closed edges

By default, the Bridge Edges action bridges only open edges, which are edges that have only one face. This is because an edge that has more than two faces on the same plane is a non-manifold geometry, which can lead to errors.

For example, if you have a door shape with an open archway and open external sides, by default you:

* Can bridge the external sides, because those edges each have only one face - the front or back of the door.
* Can't bridge the archway, because those edges have two faces each - the front (or back) and inside wall of the door.

To bridge closed edges, from the main menu, go to **Unity** > **Settings** > **ProBuilder** and select **Allow non-manifold actions**.




2 changes: 1 addition & 1 deletion Documentation~/Edge_Connect.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# ![Connect Edges icon](images/icons/Edge_Connect.png) Connect Edges
# Connect Edges

The __Connect Edges__ action inserts an edge that connects the centers of each selected edge.

Expand Down
2 changes: 1 addition & 1 deletion Documentation~/Edge_Extrude.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# ![Extrude Edges icon](images/icons/Edge_Extrude.png) Extrude Edges
# Extrude Edges

The __Extrude Edges__ action pushes a new edge out from each selected edge, connected by a new face for each edge. This action only works on open edges (that is, an edge that has no connected face on one side). However, you can override this restriction with the [Allow non-manifold actions](preferences.md#bridge) option.

Expand Down
15 changes: 0 additions & 15 deletions Documentation~/Edge_FillHole.md

This file was deleted.

2 changes: 1 addition & 1 deletion Documentation~/Edge_InsertLoop.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# ![Insert Edge Loop icon](images/icons/Edge_InsertLoop.png) Insert Edge Loop
# Insert Edge Loop

The __Insert Edge Loop__ action adds a new edge loop from the selected edge(s). An edge loop is a series of edges that are directly connected. They often encircle a 3D object and connect back at the origin point.

Expand Down
15 changes: 0 additions & 15 deletions Documentation~/Edge_SetPivot.md

This file was deleted.

2 changes: 1 addition & 1 deletion Documentation~/Edge_Subdivide.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# ![Subdivide Edge icon](images/icons/Edge_Subdivide.png) Subdivide Edges
# Subdivide Edges

The __Subdivide Edges__ action divides the selected edge(s) into multiple edges. By default, ProBuilder splits the edge in two, but in the Options window, you can set your own number of __Subdivisions__.

Expand Down
2 changes: 1 addition & 1 deletion Documentation~/Entity_Trigger.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# ![Entity icon](images/icons/Entity_Trigger.png) Entity type actions
# Entity type actions

ProBuilder provides some default "entity" behaviors. These are MonoBehaviours that provide some commonly used functionality.

Expand Down
16 changes: 0 additions & 16 deletions Documentation~/Face_Bevel.md

This file was deleted.

2 changes: 1 addition & 1 deletion Documentation~/Face_ConformNormals.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# ![Conform Normals Icon](images/icons/Face_ConformNormals.png) Conform Normals (Faces)
# Conform Normals (Faces)

The __Conform Normals__ action sets all normals on the selected face(s) to the same relative direction.

Expand Down
2 changes: 1 addition & 1 deletion Documentation~/Face_Delete.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# ![Delete Faces icon](images/icons/Face_Delete.png) Delete Faces
# Delete Faces

The __Delete Faces__ replace deletes the selected face(s).

Expand Down
2 changes: 1 addition & 1 deletion Documentation~/Face_Detach.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# ![Detach Face icon](images/icons/Face_Detach.png) Detach Faces
# Detach Faces

The __Detach Faces__ action detaches the selected face(s) from the rest of the Mesh.

Expand Down
2 changes: 1 addition & 1 deletion Documentation~/Face_Duplicate.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# ![Duplicate Faces icon](images/icons/Face_Duplicate.png) Duplicate Faces
# Duplicate Faces

The __Duplicate Faces__ action copies each selected face and either creates a new Mesh or leaves it in the same GameObject as a sub-Mesh, depending on the default options.

Expand Down
Loading