#š ļøāprobuilder
1 messages Ā· Page 6 of 1
Hello.
How can I have 2 faces use the same UV?
I have 2 faces that will have the exact same texture, so instead of having separate UV for them I just want to use the same
I appreciate any help
(i couldnt find another place to say this) how do i invert an object for making stuff like an untransparent glass?
dead chat
wdym by "invert" an object?
like for outlining and stuff
Anybody some help with this?
what does these yellow lines mean with the triangle?
Light probe
Hi, I get a few of these light 'leaks' in corners of walls whenever I use directional lights with probuilder, anyone know a workaround for this?
Ok, I managed to fix it by using polybrush to smooth out the corners
Although that technique probably shouldnt be used with textures such as wood
any idea if you can extract mesh from pro builder/
?
All I need is to reference it into other script
ProBuilder can export to .obj files
and how to export mesh from .obj?
.obj works the same way as FBX
Without exporting to obj asset your mesh can only exist on the scene, and only while ProBuilder package is installed.
I can't have custom .mesh objects?
What do you mean by that
I mean, exported from ProBuilder besides mesh it also contains material and game object prefab which I don't really need
it just contains material. There might be an option to exclude them as well
Have you tried turning it into a polybrush mesh? You can then export as the .mesh asset you were talking about
Hi! I'm new to ProBuilder and I have a question. I've modelled a quick room and have tried to use my wall material. For some reason, this happens. I have looked everywhere with no result. The first image is the result, and the second is my texture (that I want it to show)
Im using the "quick material" tool on probuilder
I probably sound really dumb, sorry lol
hello, can I use such tool to create a 3d isometric game like FFTactics but "dress" it with 2d sprites?
I solved it by editing tiling, sorry lol
speaking of tiling i'm using probuilder and I can't get the grid texture to tile anybody know how? i'm still pretty new to unity
also how can i make it so it automatically tiles with the size of the object
like if i change it from a 1x1 cube to a 2x2 cube it will fit the tiles accordingly
please help
Whatās happening there is tiling
Check your settings for how the material is being applied
(I donāt use pro builder so Iām not entirely sure how itās configured)
But you should see an option for texture tiling somewhere, either on your material or on the object
Could you send some photos of what youāre looking for so people can help a bit easier?
You and @drifting ferry seem to be having opposite problems 
it seems to only tile when i resize the faces but when i resize the object it stretches
i figured out how to tile it
i have to do the scaling beforehand when i create the object
if i don't then it stretches the texture
If you alt click the add object button in probuilder you can set the dimensions from there, it will tile accordingly
I LOADED INTO MY PROJECT AND THIS HAPPENED- Probuilder & Playmaker windows are missing and all my textures are broken???
Image:
thank you thank you it worked
???????
Your welcome
hiho can anyone help me out on maybe clearing if it's possible to modify the progrid angle??
It depends on your current project. Is it in HDRP?
how can i turn a 3d prefab into a mesh that i can use as a tree in the terrain editor for example ?
because, when i try to use one of my pro builder prefab as a tree it tells me that
Google real quick if you had to, you'll find tons of tutorials regarding that
Guys, I need your help on the probuilder using UV Editor. Is there a way to change the Yellow highlight color so I can adjust the wall texture visibility better?
As you can see in the picture, it is really bright on my monitor to the point I can't see any textures on it.
https://forum.unity.com/threads/how-do-i-change-the-face-selection-color.586867/ google is your friend
How do I edit hitboxes? I don't seem to be able to go through the vent i made
oh and since it doesnt show where on the post, it's in edit>preferences>probuilder
scroll down and you should find the option
by default if you uncheck it it becomes blue, but you can just change that
Thank you so much and yes, I could have googled it. I couldn't find it on google is because I wasn't sure which keyword to use š„².
yeah I assumed you didn't find the correct keywords, but yes it is possible to change it
Hi, is it possible to make a cube point two different directions?
This is not really looking so good..
https://i.gyazo.com/21470f9d7dce7083d1f103c6ac252af0.png
Trying to make it like this:
(3 cubes)
https://gyazo.com/717d1c637f8f742d2bd24a2efbda9cab
Select Points> Shift drag to extend until where you want
you can also simply make 3 cubes and merge them together and delete faces on connected edges
Where does the object get its center point to rotate?
I want it to rotate where it is.
Oh lord. There's a center pivot button.
Disregard
Hello, I probuilder does not show the shape tool
Hey guys... I've been asked to check out ProBuilder for a quick solution to prototype levels... What are the pros to using it over prototyping in your 3D app other than you don't have to import / export the meshes? Is there any really cool / useful stuff you can only do with Pro Builder? is it integrated with any other tools etc? The people designing our levels are alraady artists familiar with 3D apps so there's no obvious reason for us to use this ATM... i just want to be sure I'm not missing something.
Anyone have any opinions on the above question? anyone here used ProBuilder in a production environment? I've been playing with it for the best part of a day now and I can't really see how it would fit into an art pipeline. I feel like I must be missing something tho, as it seems like a lot of internet people like it..... is there something that will make me realise that actually this is a really useful tool?. My opinion of it at the minute is that it's a very bare bones modeller who's pitfalls far outweigh the convenience of having an in-editor 3d modeller.
is there a way to have instanced copies of the same probuilder mesh without making it into an asset first and losing probuilder editability?
I am having troubles applying the material color to ProBuilder, is that normal?
Hey! I'm wondering if it's possible to create the stairs, but orient them in the other axis? At the moment whenever I make stairs they are oriented in the same direction. I want to create stairs that follow the walls of a room. Thanks!
just rotate them
Yeah, sure. I did that, it it isn't really what I'm asking about though. Thanks anyway!
When using "Subdivide Faces" I keep getting this strange artefacting instead of having the face split up into a series of rectangles
Anyone know how to solve this?
Are 50K polygons normal for a character intended for medium PCs?
Hey guys, I am pretty new to probuilder and I am having a little bit of trouble understanding how to cut things out.
I've been trying to follow a video on YouTube about how to build a house but the issue is, it's not up to date, and I have no idea what settings he has. Essentially, he grabs the top face and bottom face, scales it down holding shift (which MAGICALLY snaps for him), scales the other axis, snaps it to the middle (again, MAGICALLY, since CTRL snaps it crudely), and then he MAGICALLY fixes everything up.
https://i.imgur.com/AlFBFfl.png
http://www.youtube.com/watch?v=CBa_opm3_GM&t=3m20s Can someone please explain it to me?
The full editions of ProBuilder and Polybrush are becoming part of Unity feature roadmap. Learn more: https://blogs.unity3d.com/2018/02/15/probuilder-joins-unity-offering-integrated-in-editor-advanced-level-design/
3:20
This starts happening for me, essentially. https://i.imgur.com/769JpLQ.png
And the snapping is really off too..
Nevermind, I got it. Apparently the oddly grayed out grid snapping you can't press when in these modes can be force enabled/disabled using \
I'm a beginner. I use Unity 2019.4.36f1 Personal, 64bit. When I drag a cube around with ProGrids snapping disabled, it moves normally. But when I drag a vertices, face, or edge around with ProGrids snapping disabled, it still snaps to the grid. It doesn't matter what I set the Tool Handle Rotation to. I can't click the "Toggle Grid snapping on and off" button. I must be missing something.
Has anyone had this issue?
Iāve had to close ProGrids via the tools tab so that snapping doesnāt occur. Itās not a good solution though.
Also, Iāve scrolled up and seen that the ProBuilder channel doesnāt get many answers to usersā questions. Do not many people like to use ProBuilder or is the focus of the Discord just generally elsewhere?
how do i anchor in unity
Hey, you ever find this out? Im wanting to know the same thing. Im making a 3d gane for low end devices like an Nintendo switch
I found that 50k polygons is not so much for a game for average computers but it's still pretty much just that I want the character to be quite detailed and to be able to animate it well because when I animate it the meshes are most visible. And for you is exaggerated if you want to meke a third person game but a high contrast between the objects meshes density looks ugly but you have to keep in mind that many objects cannot exist without a large number of meshes. I think that for your character 7k mesh is perfect but if you have many 5k characters we would be more suggested but that depends a lot on the character and you have to decide but a tip if you optimize a character in the area between the bones keep a high number mesh to have good animations.
Yeah, thanks mate
Is it possible to export several Probuilder and Polybrush models into one FBX file?
So you can use it as reference in a modeling program like Blender
Yep, there's an fbx export add on in the unity registry @tacit temple
Gonna check it out, thanks
I think probuilder should be a default part of unity
It is kinda
you just have to add it as a package
yeah i know, but it would be nice if it was already there, no adding
this would go for so many other packages
Like postprocess
2d folks don't need it so I'm assuming that's why its not included by default
but then all the projects that don't want to use it have to import it uselessly
It's better for things to be modular. You can make your own project template(s) with it
You can?
As in, copying and pasting an existing base project, or actual templates in the hub?
Also, can you still not delete vertices in Probuilder
Yes look it up
Hello, I'm trying to make an indoor level thats quite big and was wondering if its possible to paint textures onto obj similar to terrain but for just interiors?
I think you can assign materials to individual faces
Maybe you can edit UVs to have a single material with multiple textures, not sure
Ive heard polybrush might be what Im looking for
Oh yeah, polybrush lets you paint textures
Assuming you use a material with one of the polybrush shaders that support it
It even lets you have gradual transitions between textures (I think itās vertex-based), but thereās a limit to how many a material can have
If you want the dirt/moss to realistically form around cracks in the concrete, youāre gonna need a more advanced shader
decals can be used too
One that takes a height map for each color texture and shows whichever is highest
That too, whatever works for your needs
what would you suggest?
so i designed a building floor in probuilder and it took me days to it.
is it possible to export the entire design with the mesh and use it in different project??
please excuse my ignorance as im new to pro builder and unity but im seeking your help š
is progrids gone? what can I eventually use instead?
its still in experimental
you need to enable whatever that "allow experimental" option for the packagemanager if that's what you mean
you can import it to your project using the the following link com.unity.progrids
hi
im new to new pro builder
how do i build an object with parameters i set in?
pls help
It has pretty wide coverage with tutorials on youtube.
i didnt find any
Very hard to believe that.
i meaan any actual
It has coverage doing every single thing in the ProBuilder, just need to actually watch it.
i know
but nerly all are with old one
i mean the old ui
bcz this is complicated
thats ui i understand
like i set some parameters and what next
where is build button?
Custom project template issues
Quick lazy question, lads, anybody know if ProBuilder use texture atlases? And if not, is there any shader/programming trickery going on to help with material batching etc?
hello anyone experienced with probuilder with grid?
It works with progrids (though can be a bit flakey) @marble gulch
the Progrid works togheter with the Probuilder right?
that's what I'm trying to find out
but can't seem to find advanced tutorials on it
It's worked for me in the past. It can be finicky though. I'm not sure what advanced tutorials would have in it regarding progrids š
I'm trying to create a game ala tibia and ultima and I wanted to make the z-axis in a more bent angle (45 degrees specifically) not sure how I can achieve it
Anybody know if it's possible to lose structures made with Probuilder when updating Unity/Probuilder?
If you're worried, you can export them as fbx. Probably not the answer you're looking for though (I'm not sure)
In the end, that's probably the best solution. Or just never update anything after I start using Probuilder...
while im trying to use probuilder the moment i activate gravity and hit play my character jitters out and just turns sideways does this happen to anyone else
doesn't sound like a probuilder problem, post your player script in #š»ācode-beginner to get better help
I'm really enjoying using Probuilder atm, folks, but was wondering... How should I deal with faces on brushes that players won't see? For example, in the attached picture, consider the sides of the columns that are facing the walls, or the undersides of the free-standing columns, etc. In Source, these would be culled during the map compiling process, and in a lot of static-mesh-based construction you'd just build the columns without back faces. Is there a similar culling method in Probuilder, or do most people just replace Probuilder 'decoration' meshes with standard Unity static meshes? https://cdn.discordapp.com/attachments/892763390563467326/953508972088926218/unknown.png
How do i get probuilder coz im new to unity
Thx
I flipped my mesh so I could have a little room without making 6 blocks but whenever I raycast it's always hitting the room when inside it even when airborne
How could I fix this?
How do I slide this edge alongst its face?
nvm I figured it out, its under Tools > Probuilder > Interaction > Toggle Orientation Handle
how do I turn of probuilder grid snapping? i dont have it enabled in unity
nvm I figured it out too although its a bit weird. I have to ctrl + click on the axis handle then let go of ctrl...
Yeah, that is a weird one. Glad you found a solution to desnap though!
ya its a bit weird but I also found you can set it global and then it works w/o holding control
does anyone know how to snap vertices to another vertex? In unity its v but its not doing anything when using it
lol its a bug with 2020.3. found the fix: https://forum.unity.com/threads/probuilder-feedback-holding-v-key-should-snap-vertex-to-vertex-in-vertex-mode.832009/#post-6783929
Any quick way of cutting shapes out of other shapes like a subtract brush?
you can with experimental features enabled
but it my experience it doesnt work well at all, my brushes started becoming invisible when viewed from certain angles
Yeah, I tried the Boolean tool before, but it makes the geometry really messy and has a tendency to crash
I'm having a problem where I can not use any of the transformation tools(move, rotate, and scale) while the probuilder tab is opem
open
are you sure you're under Object mode when probuilder is open?
i wasn't
Hi I have a ridicul issue, it doesnt allow me to select only one face , can you help ?
I am completely new to unity however I have messed with blender before and I am realizing that at some angles my mesh will not render and I saw online that I have to check a box that says update while offscreen and I can not find it anywhere
I'm trying to Extrude Edges so I can then bridge the two edges to create a rectangle, but it's not extruding normally at this point. It's still pulling the other edge with it (as seen in the screenshot) what am I doing wrong
i'm still learning probuilder and everything, can someone tell me how can i extend specific parts of a face like this?
hope the image helps
ideally place some Edge loops make the cut in the door then you can select face and extrude
Click an object in the scene and press F to focus on it. Your scene camera is too far away.
how could I go about adding edges like the drawing here? trying to extrude a bridge out
i was playing around with pro builder for the first time and accidently created a whole ton of loop cuts ( i think its called ) and now its been stuck loading for a long time, what do i do?
i waited a bit and was able to undo all of them lol
delete the mesh.. probably created an invalid geometry
how do i remove the big floor
of course i figured it out right after i ask for help
culled by the camera near clipping plane probably?
No no it just instantly disappears
something weird with the bounds probably then
causing it to get frustum culled incorrectly
How would I make the tiling of a material change based on the size of a face? I'm using probuilder and I just don't want it to stretch
when you edit meshes in probuilder it adjusts the UVs automatically for you
is this normal when creating edge loops?
it's adding faces even when i make edge loops inside the shape, so the resulting shape has a bunch of overlapping faces which makes it hard to select the right faces later on
this is not what i desired
how do I find probuilder on the asset store?
its comes in package manager.
how do I NOT make an arch?
The plus button is gone for me
Nvm Im just dumb
However the plus button is still gone in 2021 version
I found out why lol, it only happens if you dont color the object
I find probuilder 5.0.3 totally unusable. Like how do you create just a simple cube? I don't want to drag it out in scene view - I want the starting vertex to be at the origin which is not possible when drawing the shape with a mouse (like, how do you even?!)
Even if you change the size manually to 1x1x1, it's still not at the origin. This is incredibly frustrating.
you could've just held down the Shift key and it creates the default 1x1 cube, there is also a window box you can change that setting.
The shift key copies the last setting though. And filling the size manually in the window box didn't place the first vertex at the origin.
But the way I got around that was that I just enabled snapping to grid
Anyone had issues with Probuilderize being greyed out? even though the object is seletec
if i select any other object it works, it's odd
hi guys, i made a cube 10x10 with probuilder , it's possible to pick a single face of it? cause i'm making a water pool
In face mode
can u show a screenshot? usually grayed out if it's already probuilderized
how do I get my probuilder objects to line up together and snap to grid properly?
also is there something like this that I can use to get everything aligned without having to move the camera all the time?
basically multiple 2d viewports with a grid on them so i can get things lined up
every time I make a cube or plane it has a float value for scale and position instead of being on a convenient number
hello fellow jackhammer/ hammer user š You can use Progrids for better grids in probuilder. if you are on 2021 and above you simply add package by name com.unity.progrids
@fast roost if you want a 4 window layout, go to **Window -- Layouts -- 4 Split **
Im not really a hammer user I have just done a bit of gmod mapping and I found the map editor way easier to use than any of unity's tools.
Is the proper way of designing levels in unity to create rooms and areas in an external editor like blender and then snap them together in the scene view?
I got 4 split working now
is there a way of saving my own window layout and then switching between them quickly depending on what I need?
wait there is
I didnt need to ask that
this has become easy now thanks for the help
no problem. and as a OG hammer BSP/ unreal brush based mapper , Unity's probuilder was literally haven sent. Best purchase they made so far. tbh
Hey there, so I'm trying to make a tile map, and I got my picture 384 x 384.
How can I set the Pixels Per Unit correct?
Hey thanks for responding. You were right, I was being an idiot and thought I was using a regular cube.
I have a issue with a special mesh of one of mine pro builder meshes.
This caused me a lot of troubles with the "Generate Lighting" I just found it out, because I tried to export it as a .obj but this endet up with a:
OverflowException: Value was either too large or too small for an Int32.
System.Convert.ToInt32 (System.Double value) (at <695d1cc93cca45069c528c15c9fdd749>:0)
I fixed it with deleting it and making it new, but I still would like to know, why such a error was even able to appear...
Likely some anomaly, like inverted normal somewhere messing with lighting generation.
Guys i have to subdivide 1 smaller cube from a bigger one to make an empty pool , but how i do it? i'm new to pro builder, i tried deleting the figure and then fill empty spaces with bridge edges but it dont let me
Hey peeps. I'm currently working on my first model using pro builder. After creating the layout of the building I want to create I asked myself if it wouldn't be easier modelling the whole thing on blender. So what's your opinion on that?
How would I go about making a circular room? š¤
Something with a ceiling / roof like this, basically
If you invert faces they will become insides of the room
There's a lot of level design videos for different tools. General methods and practices are applicable across different applications.
Blender is significantly more powerful and user friendly than ProBuilder
ProBuilder's main draw is that you never have to leave the confines of the Unity Editor
Personally I avoid ProBuilder except for rapid prototyping
@torn basin thanks ^^
How do I do boolean operations in the latest version of probuilder?
sorry I'm new to unity
but is there any chance to add mesh collider for object at once ?
pretty sure if you just ctrl + click on each object you want on the hierarchy and then in the inspector if you go to add component i think it should add a mesh collider to each object
I'm literally dumb š¤¦āāļø
and I just recall I've did backdays
man thank you very much š»
np
wait, if I have a single mesh .fbx
does PB be able to break it down ? or do I need to conver it first
or I just need to go to blender
are you able to elaborate on this more?
I have an .fbx model not as a modular object,
but like window, walls, the doors
are just attached as a single mesh
if you select the faces applicable to the ones you want to seperate you have the option to "detach faces" and it should cut those faces out of the object and also take/cut the meshes along with them
this one step is detached from the rest of the stairs so there is a hole in the mesh where they previously were
I might need to try to enter the Pro Builder mode first
ya, youll have to pro builderize any objects not made using pro builder
wdym pro builderize ?
I just enter the PB window, but can't select the polygon still
I might not to modify the shape I just need to change it's material
once thats doen youll be able to select edges, verts and faces to modify normally like any other pro builder object
you could then select the desired faces and drag the materials to them
thanks man it definitely looks like convert to editable mesh lovely
will try on it by now
I think I'll go blender instead XD
I can't make material ID here
or I need to detach maybe ?
Hello! im having this weird issues while using probuilder
UnityEditor.ProBuilder.ProBuilderEditor:OnEnable () (at Library/PackageCache/com.unity.probuilder@4.5.2/Editor/EditorCore/ProBuilderEditor.cs:331)
trying to subdivide 2 objects and receiving a "stack overflow" error
How can i solve it? or its a generic error?
random question, it is possible to move the probuilders object/vertex/face selector to somewhere else haha?
huh
is there anything I am missing here
I thought probuilder handled UVS by default
why it breaks apart when using a custom material
this happens even when using builtin shaders
if u resize probuilder obj with the Scale tool instead of the Probuilder it will not preserve the UV scaling properly. you can just select them in UV edit facemode and reset them
idk that custom shader maybe messing with it ?
ITS JUST THE STANDARD UNITY BUILT IN
*caps lock
lol
yeah, its working weirdly
I cant even tile them
irc probuilder has its own shader you gotta use
ughhh
Kinda using my own shader setup
seems Like I will have to map the uvs for everything lol
unity seems like such a disconnected product sometimes
not sure, i could be off with that. probuilder is better for prototyping , anything else is usually done in blender
I am working on a 3d game that will use mostly sprites and be mapped as tiles so probuilder kinda works for me lol
would freezing the transform on static items that arent going to move from there position help increase performance?
or what is the purpose of using freeze transform?
nvm, if it did it would be so insignificant compared to making an item static for batching
is there anyone who's proficient with Probuilder? i need help on how to attach two separate objects or how to make an arch for a doorway, as the arch isn't connecting to the hallway.
are you able to send a screenshot of what your trying to do/have? so i can get a better understanding
do you know what i could do?
so your wanting all of the hallway to take that shape?
if so your probably better off creating a copy of the arch and then extruding it to the length of the hall and applying the wall texture you want. that way it will be the exact shape but also a sperate object if you want to add a trim or something to it. thats how i would approach it at least
yeah
i want the edges to attach as well so it looks seamless
but it looks weird when i try attaching it
like the wall looks lighter than the rest of it
as for this part in green you could probably get away with merging the trim into the side wallsand then bridging the edges or filling the whole since it will be considered 1 object
are they the same material?
yeah
thats a uv issue. im not entirely how to fix them but using the uv editor i think there is an option to reset or normalize the uv's (not the normals) youll have to use that to fix it because its the same material but its a smaller scale more tiled version which is giving the illusion of it being lighter. despite it being the same material its not to the same scale/placement as the rest so it needs to be uv corrected
okie
thanks
also do you know how to make rounded edges? like at the bottom of the wall. ive seen someone use a cylinder to do it but idk how it works.
idk if its how others do it but ya id make a cylinder, delete 75% of it so im left with just a quarter of it and then invert the normals and position it as needed
how would i attach it to the rest of the room?
merge option
okie ill try that
how do i undo a bevel? i cant use the undo button because i have done other things.
i dont think you can afaik
besides just manually shifting the edges back to where they were
so after i merge faces i cant make a loop on the face that i merged. how do i fix this?
also why is only one side moving then i have both sides selected? @patent monolith
Hey folks. Currently looking to apply some textures to Probuilder geo, looking to line up textures on a bunch of cubes with different sizes. Ideally I'd be able to use something like the Justify tools in Hammer's texture options (see pictured) - What's the equivalent in Probuilder?
Also, when I lock the sceneview tools to UV manipulation mode, the yellow highlight on the selected faces remains, making it impossible to see the texture I'm trying to align. Is there a way to fix this?
Here are the areas I'm trying to align - all the wall faces use the same material/texture, but the pieces over the windows aren't aligned to the top of the texture, unlike the adjacent wall pieces.
guys its possible with pro builder make the edges of a cube , rounded?
i mean, corners
Hey friends, every time I try to install probuilder it gives me an error that the FacePicker, EdgePicker, and VertexPicker materials are not loaded. I have tried reinstalling but get these errors every time. Is there something I can do to get ProBuilder working again?
I reinstalled twice more, manually deleting the Probuilder folders from Library/PackageCache and those errors have not come up this time. However, the reason for my first reinstall was that I cannot select anything on newly created ProBuilder shapes in my project. I use ProBuilder throughout my project so if anyone has suggestions regarding the selection issue I would greatly appreciate it.
Is there a way to make fake walls with probuilder?
basically a wall with no collision
basically the opposite of an invisible wall
Im not sure if it's a good solution, but detaching the face and disabling the collider works
may I ask how did you resolved it? I have been unable to find it.
Quick quesiton regarding pro builders - I have been having an issue with materia tiling in my pro buildings how do I stop it? I did one building and its not tiling but everything else I try doesnt work. Any ideas?
wrong file
just go to project settings-package manager and activate preview Packages under Advanced dropdown
and there you go. Sorry if it took me so long to respond
is ok. Since I got 2021 PROGrids is no longer supported.
how can I delete probuilders materials from resources? I don't need the probuilder materials in my build, and the texture files are over 300kb
i have 6 probuilder objects in my scene, but they aren't using any pb materials
Bevel
Just disable the mesh collider
how do I subdivide only one face on a model using probuilder
its just a square. when I click the subdivide button it subdivides the whole shape not just the face
I have this shape which is supposed to have a few different materials assigned to it. However it seems like the material isn't applying correctly on some faces. Why would that be?
BOOLEANS! Why don't they work???? Crashing! Any time and evertime they're used! Ugh!
Youll have to adjust the uv maps using probuilder and correct them
Anyone know how to align textures with probuilder...?
I tried using the uv editor and grouped the selected faces... But it still doesnt look aligned..
Hello people! Welcome to my new series! This is going to be a long one, because I'm not going to increase the speed of the video. And also because of that, I won't be adding subtitles to this video. I'll just write the details here in the description box. If you have any further question, feel free to write it in the comment box below. I'll try ...
What was the tool used after he extruded the faces at 6:09..?
You mean the clearly labeled Extrude tool that they click on?
i need help. When i use vertex selection, it snaps in like a grid snap and not smoothly. How can i fix this. It used to not do this but i think i pressed a button accident and now it does it
Hello! I am using pro builder on my macbook air and I have only managed to add a new shape 2 times before but in general I keep trying to do whatever is in my ability and nothing happens.. does anyone know if this is a macbook related issue? I just can't seem to add new shapes
There's documentation pinned in this channel it has usage guides. And original manual has wealth of tutorials as well. https://unity-technologies.github.io/procore-legacy-docs/probuilder/probuilder2-gh-pages/
Following one should make it clear if it's a platform problem.
Ah yes thank you! I already tried following a tutorial somehow I just can't add a new shape it's very weird
I'll try again maybe I'll figure it out
it seems polybrush really doesn't like painting detail objects onto scaled meshes. Is there anyway to get around this?
what i mean by this is like, you'll brush over one place, and it will place objects on like the opposite side of the mesh, and you're just unable to reach some parts
also, when polybrush sets the parent as the object you're painting on, the objects you paint on are scaled incorrectly
I just got back into unity, and have been trying to use probuilder again, the new UI is however, awful, and I can't stand it. Is there any way to change it back?
I keep running into a bug where if I have the probuilder windows as tabs in the same spot as the inspector, then eventually it blocks me from being able to select any other tab in that spot
This is how I have the tabs on the right side of my editor. After an hour or so of editing, it will eventually lock that spot to probuilder and I won't be able to click on Inspector or Shape Tool. Closing tabs in the ... button does nothing, that entire window is just locked, and the only solution is to restart Unity. Anyone else encountered this?
Thereās an automatic mesh collider
If you want it to be a rigidbody you have to mark it as Convex
https://gyazo.com/afb16d3170e792e6c4e015fd8fe1199b Sometimes when I subdivide faces, they all divide from center. I dont do it on purpose, what makes that happen?
And how to make it not to xD
how do i make oclusion culling work with pro builder meshes?
do i need to seperate my rooms into sperate planes for it to work?
because right now it is rendering a wall that the player is unable to see
Hey folks. Currently looking to apply some textures to Probuilder geo, looking to line up textures on a bunch of cubes with different sizes. Ideally I'd be able to use something like the Justify tools in Hammer's texture options (see pictured) - What's the equivalent in Probuilder?
Also, when I lock the sceneview tools to UV manipulation mode, the yellow highlight on the selected faces remains, making it impossible to see the texture I'm trying to align. Is there a way to fix this?
Here are the areas I'm trying to align - all the wall faces use the same material/texture, but the pieces over the windows aren't aligned to the top of the texture, unlike the adjacent wall pieces.
I'm sorry, @royal terrace , I may be extremely dumb with this - what's the equivalent of the 'Justify (L / R / Fit / T / B / C)' in the Hammer dialogue? I'm also still having trouble with the yellow highlight on the faces in question, which means that when the face is chosen, I can't see the effect of the changes I'm trying to make to it. Any clues on solving this would be appreciated!
or anyone have tutorial video about make building or house in unity?, i will appreciate
I'm having an issue with the probuilder tool, as I have installed it but it doesn't appear under the tools section. does anyone know what the issue is?
Is this what you are looking for Tools/ProBuilder/ProBuilder Window ?
pro builder doesnt appear under tools but it is installed
can you take a screenshot inside the package manager?
Restart Unity Editor ?
I don't even have the same unity editor UI as you š
sad
i also get this multiple times did you find any solution for this?
Does anyone have a workflow to bring a probuilder object out of Unity to work on its textures in Substance Painter?
i think there is way to export those as 3d models but i dont remember that
so enter safe mode then look at the red text, you should have an error code in ther which is specific to what has went wrong in your project. search up the error code and check the forums for it. they usually have specific solutions you can try
oh thanks will try that
Can I split a mesh into other meshes?
guys
my probuilder is doing this weird texture stretching
and this is what it looks normally
i'm testing prerendered backgrounds and collisions
and while the collisions work either way, object oclusion only works when mesh renderer is visible
but i dont want this insane look LOL
actually, now that i look at it, only the house really looks weird and it's probably because of the projection i'm using. but still ideally i would like not to have this
i think i know what the issue is. It's the projector that's painting everything with ff7
you can also see a cube there that only gets white (it's original color) when it gets away from the range of the projector. Anyone knows a fix?
as you can see, when i raise a pillar outside the range of the projector, it's white, as well as the block...i guess the real question is how to make certain things immune to projection
okay nevermind i got it
but now they're all white and the issue kinda remains , instead of blurry textures it's a white wall
Fixed it
post solution for anyone who reads it in the future
My camera and my projector werent aligned. They have to have the same transform values, so you just copy the copy the projector values to the camera. And now the the Textures wont have this weird mesh look
The collisions werent 100% accurate, i was gonna make better probuilder shapes to better fit It, but my pc froze and i have to send It to support heh
can someone explain why my probuilder object's collision is like this
its in some of my other projects too and its pretty annoying
The mesh isnāt marked as convex right?
Donāt use convex for building just saying
But try with a different mesh? I had some glitches in the past the the player fell through the floor when touched something
Alright thanks
it didnt work ( i just got home thats why it took so long for me to try)
any ideas?
Yeahhhhh I donāt know
Hello,
I have a little problem.
I am creating a video game and have set it to multiple scenes starting from the main menu.
when i start the game, after entering the scenes in the build settings, only the main menu is shown.
when I choose the "race", the spawn is in the void because the other scenes with the map are not loaded to me.
because?
Thks in advance
Have you added the other scenes into the list in build settings?
Yes. 1 Main Menù
2 Map
3 map
4 Map...
7 scenes in build settings...
later i will send you a video so you can see well.
There are extensive tutorial on ProBuilder. some pinned here more on the original documents page.
thanks , i am checking :))
uv editor is not able to fit the texture
guys is there a way to get this shape tool widow in latest version of pro builder
both are good i guess right one with boolean , and this black hole with cut
How to install probuilder on Unity 2018
Question, why does my probuilder UI not have a 'build' button?
It did have it on another project I have, but not in the one I'm currently working on
go to package manager and type pro builder if not visible then enable preview package
its new ui , now you don't need to do extra button to click
guys how can i delete vertices
ok
In the case that I want to spawn an object with specific parameters, how would I do that then?
if you want to edit then in inspector there is edit shape option
Ahhh, thanks
idk why its become full black and after adding texture it not rendering
so ive been messing around with probuilder should i make big structures with multiple small objects one object or leave the various small objects just as child's of one object
will my probuilder meshes get lost if i reinstall probuilder?
Hi, i'm new to probuilder and i'm wondering how you can only extrude the outlined face?
use gizmo holding shift in face mode after you've added some cuts/edge loops
thank you, but edges seem to appear when i do that. how can i remove them?
I'm not sure I understand
are you trying to essentially cut a hole where the outline is?
i'm trying to extrude the area of the outline
if thats the case then i am also confused as to what the issue with this is?
sorry, i'm new to probuilder. just wasnt sure if that's meant to happen
How do I use the Probuilder to make it so materials repeat themselves instead of just stretching out? everything I find online isn't making sense
I have a very old face texture of my game model, but I want to replace it with a much nicer and improved face. The head mesh of my game model is separate. So I would like to get a suggestion to create a face for it.
https://cdn.discordapp.com/attachments/763495187787677697/986076135643316284/unknown.png
Not really a probuilder question, but can't you simply paint over the existing one?
Hey, does anyone know how to make a probuilder mesh from a unity mesh. I am sure its been done but I can't find out how online
i have a stick i made with probuilder, i want to put it in empty object which is on the bottom of the stick, but when i put the stick inside the empty takes the same location as the stick, how can i avoid that
dont forget to set ur pivot to Local & Pivot , not center
Thanks alot man
Yes, I saw that, but how do I execute something like that through code?
Also thanks for the response!
Hello, I'm working with the shape generator and am having some trouble with UV mapping. I'm making an arch, and the UV map is just projecting the curve onto a plane, so the texture looks quite messed up in 3d space. Does anyone know of a quick way to fix this besides manually resizing the UVs?
is there a way to force the probuilder texture to like anchor its UV to the origin corner?
like this works if i click close to an integer world point and resolve to a whole number dimension. but if i don't, it looks like this
Can you build like.... Walls and door prefabs with pro builder?
You can model whatever you want.
I meant more so like, I have a prefab made that wasn't made in probuilder, that is a wall and a door, and I'd like to be able to easily place them similar to that of probuilder.
I'll assume not
You can "probuilderize" outside objects not made with pro builder and once you do so they will behave like pro builder options. If your looking for being able to "save" the objects to be quickly added to scenes later than just making them into a prefab to drag and drop into scenes will be the best way (can still prefab objects whether they are pro builder objects or not)
Is there no way to choose direction on axis when mirroring an object?
Figured a work around
One more question: Does Probuilder have a way to set Texel Density the way you can in Maya or Blend when working with UVs?
It's being like 2 week since i start using unity and after learning i made this within 4-5 hour and i look to ask is this good enough for endless zombie killing game?
clear it. it shouldnt come back
unity restart fixed it
What happened to ProGrids I used to use it all the time but now after a break i cant find it from the package manager not even as a preview
I like the lighting and textures, nice level
thanks
Iām new to 3D level design, what advantages does probuilder have over just using normal unity boxes and spheres and such?
(I donāt really know anything about probuilder)
You can model with it.
Will the stairs function or would I have to code that in?
Oh ok
For now Iām using the fps microgameās fps controller. Iām gonna change it later, but for now do you know where I can find and change the step height there?
Ok thanks!
I cannot use the New Poly Shape tool in 2D mode
I have the tool up
but when I click it doesn't make verts
any idea what's going on?
i wonder if probuilder has a built in shape editor in it?
like if i wanted to manually change the edges of this cube for example
and make it not so much a cube but something different
i tried material editor and smoothing but i don't think thats it
kinda like blender i guess?
working with strict preterdemined shapes is kinda hard
The second button in the center tool bars lets you select vertices (then edges and faces in following buttons) which you can then move with the transform tool if thatās what youāre looking for
any way to get rid of the Yellow or make it more transparent or something better to see texture in FACE SELECTION MODE ? It's hard to see how changing the texture in UV editor mode is happening...
guys how can we make curve of road using probuilder
make a quarter of a circle, use the arch tool for this
wow nice
but as i was so running out of time , i download easy3d road :((
its very easy to use and its free
oki
thanks
hey guys im working with probuilder rn and i have some weird geometry that i dont know how to fix
How to instal probuilder?
Go to Window, Package manager, Then search for probuilder
Its a extencion? O its a externao tool?
thanks