#šŸ› ļøā”ƒprobuilder

1 messages Ā· Page 3 of 1

errant bough
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AI assistant in ProBuilder? Yes please!
Sounds like they don't want to reprogram ProBuilder though and they just want a fast way to fix it šŸ˜‚

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Luckily it's just a free time thing and not for work, otherwise I would be f'd šŸ˜…

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No deadline for anything, so I can take my time to get the hang of it

bleak dust
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i didnt hear anything about AI assistant for probuilder

woven lake
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It will allow you to mess up your geometry even faster!

pearl basin
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ok, as a total uv noob, I need help lol.

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I need to construct a cylinder, remove top n bottom, and then play a video on the remainder.

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the first 2 were ez enough on probuilder

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I cannot for the life of me figure out how to do the last one - narrowed it down to the UVs being off but couldn't figure it out on the UV editor in probuilder after trying for a long, long time

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I can put the render texture on the cylinder and play the vid, but the video comes out as tiled rather than as one continuous whole surface

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I don't know blender either, tried it for a whiles but really couldn't figure it out

junior sorrel
pearl basin
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<

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don't need precise

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just the UVs should be the same as the regular cylinder

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the default unity cylinder works perfectly for this - just need the top and bottom off

junior sorrel
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probuilder has no option to do cylindrical projection of UVs, and by all what you’ve said, you do in fact need precision and control.

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just because it’s simple doesn’t mean it can be janky

young vapor
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use merge faces when they are selected, it should help out "smoothing" the sections as one.

pearl basin
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yeppp

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but merging all into one just produces a black surface

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it stops playing the video lawl

young vapor
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you're only combining the outside faces yea?

pearl basin
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no, i need to play the video on the inside of the cylinder only. I didn't mention that

young vapor
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Ohh the inside of cylinder

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hmm interesting, gonna take a look when i get at my workstation. See if I can get it going.

pearl basin
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thank u!

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appreciate all the help I can get. not only do I not have the space to learn blender rn but it also melted my brain when I tried like a year ago lol

young vapor
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np.
n yeah blender is very good tool and should be learned regardless, but I can see how using something already in unity makes it easier to work with esp iteration/proto.
if doesn't work, shouldn't be to difficult in blender

wise glade
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why when i extrude a edge it deselects some edges and only extrudes a couple

rich wraith
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i probuilderized a object in unity but I cannot flip it anyone know why?

young vapor
rich wraith
young vapor
# rich wraith

its probably because you tried to buildirize an empty gameobject

rich wraith
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OH

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if i select the objects i can do it

young vapor
rich wraith
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yeah it aint workin

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it only flips the trees

young vapor
rich wraith
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it aint working

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as it is will the box collider work?

distant maple
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hey, sorry if this the wrong place to ask this but im not sure if its an issue with probuilder or unity itself, every time i select this room, the moving/ rotating/scaling gizmo is far below the actual model, is there a way to fix this?

young vapor
distant maple
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setting to centre does in fact fix the issue, thank you so much

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this is what i get for cheating and greyboxing all my geometry in minecraft (lol)

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it certainly helps with keeping a consistent scale

pearl basin
sonic umbra
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Hi there, I have this issue where I have a level that is stored as a prefab. However it's quite a large prefab with a ton of objects in it, and the meshes are built with probuilder. Editing this prefab is really really slow, like every operation takes so long. Also whenever I hit "Overrides" it shows all these prefab changes to probuilder meshes even tho I didn't touch them. I'm wondering if pro builder is what makes editing this prefab so slow.

My thinking was to "un-probuilderize" this prefab to verify this assumption. However, I see only an option to export a mesh. I don't see an option to remove ProBuilder from a gameobject? Is there a built-in way to un-probuilderize something or do I need to write a script to do this?

I am wondering if anyone else has this problem.

haughty sonnet
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ProBuilder bug report @ebon widget i private messaged you too but in case you dont read those ill post it here too.
The bug that has been reported in https://forum.unity.com/threads/texture-alignment-bug.713618/ and https://forum.unity.com/threads/probuilder-bug-textures-dont-align-properly.955797/ was seemingly fixed back then after those reports, but this bug (UVs sliding when resizing mesh when the scale is not 1) still occurs if the UVs are rotated for example 90 degrees. Also, when this is fixed, could the fix be backported for 2022 LTS? Would be a shame if it would only be fixed in unity 6 and remain a bug in 2022 LTS.
I don't know how to report bugs so I'm posting it here, I hope you can handle it. Thanks!

jolly steeple
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When Most of the game is inside of different Houses, is it better to create diffrent Walls in Blender and put them in Unity together, or to use Probuilder?

grave lintel
young vapor
grave lintel
young vapor
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should be in the same spot as it always was

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Ohhh wait

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what the

grave lintel
young vapor
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weird cause it was working on 2023 , I just opened 6 today for first time tbh

grave lintel
young vapor
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some of the tools are inside the editor

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but cant find Pivot tool for example

grave lintel
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I was trying to figure out how to select vertices/edges/faces

young vapor
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yeah this is busted

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not sure why

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scuffed

grave lintel
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At least I'm not going crazy

young vapor
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yeah I thought they had redesigned in but no its completely gone lol

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I'm gonna open a bug report

young vapor
grave lintel
young vapor
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it unlocks these tools

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I just mainly don't like how hidden this was all and undocument on new docs

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also its awful having to click a Probuilder mesh to get that button in the first place

grave lintel
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You're talking about the 2nd from the bottom? Then what?

young vapor
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no the top one

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the Yellow grid with the pencil

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it unlocks the bar next to the snap grid tools

grave lintel
unborn basin
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I am really confused I am trying to add in an Edge loop and move it to the side, but it keeps deforming the material

haughty sonnet
muted venture
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Hello. I made a cave level in pro-builder. When i assigned a texture the tiling doesn't match at the intersection of wall and ceiling / wall and ground faces which makes the seams visible, creating an awful sight. How can i fix this issue?

young vapor
muted venture
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oh it works actually but i need to merge all the faces in the wall i think, otherwise tiling is not aligned on other faces

young vapor
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yup basically it has to become one face

muted venture
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what if there's another texture on the other face like in the bottom seams in the ss?

muted venture
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poly brush gizmo doesn't appear anymore. Any idead why this happens?

muted venture
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merging faces is not a good idea here, i'll have to turn the entire level into one single face also it made the polybrush tool stop working

young vapor
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I just use it for basic block outs you probably want to fix that up inside a proper tool like blender and reimport instead of messing with it inside unity

muted venture
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yeah trying to do this with probuilder is the main mistake here probably

serene quail
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Where is the probuilder window on the new unity version

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I cant find it in Tools > Probuilder > Probuilder window

young vapor
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@serene quail Probuilder window is no longer a thing

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everything is integrated inside the Editor, like scene view buttons

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working on something to show how to do the same things in 6

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basically you need this unlocks the typical tools like , Edge selection, Vert etc.

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this icon only appears on a Probuilder object

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the other stuff in the menu specific to a tool, can be found by right click / context menu

stable terrace
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how to use boolean in PB 6, I follow the docs but I don't have experimental submenu

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ahh I have to enable experimental features in preferences

amber tundra
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hello everyone, I need someone who knows how to work with probuilder

rustic mauveBOT
last kernel
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how do you probuilderize an object with unity 6

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the probuilder window is gone

young vapor
sharp jetty
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How can I install probuilder 6.0?

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or upgrade

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Because I see the changelog and they are on 6.0 but i'm on 5.2.2

bleak dust
sharp jetty
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I thought it could have been fixed in probuilder 6.0 but guess i'll wait XD

unreal chasm
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Sounds like Occlusion Culling maybe?

sharp jetty
sharp jetty
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Like, COMPLETELY broken XD

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But when I move a vertex or something, restores itself for a little, then breaks again

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The only solution I see is starting from 0 that mesh and done, which I will think of doing when I finish the last part of the level XD

unreal chasm
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Ah it’s also broken in scene view, then it’s probably not occlusion culling… I’m not into pro builder so I cant help you with this 😦

young vapor
# sharp jetty

if this is a bug you can replicate, submit a bug report

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but also are you sure you didn't just make some wild broken geometry work ?

sharp jetty
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But I think because of some faces I deleted maybe it broke

young vapor
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probably

bleak dust
sharp jetty
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Nope. that didn't help

bleak dust
tawdry kernel
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Most horrible thing I've seen all day

runic crane
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._. installed probuilder, cannot find the tab. Anyone have any ideas where I'm supposed to be looking?

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Already checked in tools, window, gameobjects

runic crane
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Appearantly needed a restart

ebon widget
young vapor
runic crane
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Just got into probuilder, the geometry of this is HORRIBLE I know but what would be the best way to position and orientate stuff like stairs. Is there a way to lock onto vertices when creating shapes?

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(Thinking about the best way to make a staircase up from the bottom to the top

bleak dust
runic crane
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Not sure how to vertex snap lol perhaps I'll find a video on it

frail wyvern
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Hold V then drag vertices to other object vertices you want to snap to.

timber bluff
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when using pro builder why doesn't it let me insert an edge loop when I press on the edges and add a loop it adds it but wont let me control it

timber bluff
young vapor
timber bluff
young vapor
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I see

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its moving the whole mesh

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could be a bug

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have you tried, a new shape, resetting unity , new scene ?

timber bluff
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bruh how do I fix this it was working ok before

timber bluff
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WAIT

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I FIXED IT

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I think it happend cause I had realtime csg opened aswell lol

young vapor
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enemies

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lol

timber bluff
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lol

young vapor
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well good to know thats easy fixUnityChanThumbsUp

prime ravine
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Hey anyone here?

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Im new to like modeling and stuff but have a slight amount of knowledge ig

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And probuilder makes me wanna jump from a building

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Like for example if i create an edge loop

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Like it creates it wherever it wants to and i cant position it correctly

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Also how do you like converge edges instead of moving them in the same direction

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For example if i have a pipe, and i want to make its bottom closed, how do i do it

haughty sonnet
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prefab? dont put probuilder stuff in prefabs, i've heard it breaks everything

fossil flint
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How do I open the ProBuilder window in Unity 6?
It used to be under Tools > ProBuilder > ProBuilder Window, but I can't find it there or anywhere else.

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No results from Window > Search > New window either

young vapor
night shore
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Is anyone else having this annoying UI issue where the icons are spread out in a long list instead of in a grid? Even though there is plenty of space to display the buttons on? I'm on Unity 2022.3.22 but don't remember when this started happening.

woven forge
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I couldnt fix error

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same type and it does not matter if you restart

muted willow
night shore
turbid fractal
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When I merge objects some of the faces get deleted. How can I have this not happen?

manic solstice
haughty sonnet
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you can try installing probuilder with the package manager before opening any of the scenes. if that doesnt work then you can try putting probuilder's files into the project before opening it in the first place

turbid fractal
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Why is there not a vertex at this point after I probuilderize? There is a vertex there in blender but not unity and it is causing problems

young vapor
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always had mixed feelings how probuilderize worked

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how does original mesh look like ? are you sure unity's culling maybe isn't messing with it?

turbid fractal
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There is a vertex there but I cannot select it or control it

young vapor
turbid fractal
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Same thing happens when it has faces, I have tried multiple different types of faces and none change if the vertex is there

young vapor
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that is odd. Maybe report it as a bug :\

patent creek
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dude's so chill, probably paid VC money despite keeping PB a piece of šŸ’© for years. keep it up bro!

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CSG coming soon

whole prawn
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!warn 212712183472062465 I have no idea what this stuff you've posted in the probuilder channel is about, but replying to staff in a hostile and antagonistic manner is not appropriate. If you have actual suggestions or complaints about the software post them without the personal attacks.

rustic mauveBOT
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dynoSuccess elefantopia has been warned.

haughty sonnet
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probuilder's been pretty good for me, i dont know whats so šŸ’© about it. there are some bugs tho i can understand that

young vapor
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yeah its a decent tool for prototype. There are bugs of course , also its not as good as the Hammer 5 in Source 2 .
Understandable though, that is a tool meant for making maps for Source games.

Some people just like barking for the sake of being loud, but cannot provide an intelligible point where someone can agree/disagree. Juts complaints for the sake of complaining

junior sorrel
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It can’t be used properly in prefabs. Also custom extensions and runtime usability is limited because of its API that only supports its primary use case (prototyping). If its API was more layered, it could be an amazing tool for procedural modeling but it just isn’t.

echo shell
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Hello just a quick question how can i remove this vertex, so that i merge two edges into one long one

young vapor
echo shell
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is there a merge edge button?

young vapor
echo shell
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i found out you can like weld them and i made it work

teal lintel
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im using unity 6. Selecting any face on an object crashes my pc. Its kind of a leak i think, unity takes up all memory... any advices?

young vapor
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!bugs

rustic mauveBOT
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🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.

šŸ“ If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ā€˜Report a problem on this page’!

šŸ’”If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.

For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting

teal lintel
young vapor
mellow goblet
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guys I have a stupid question

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so I need cave systems for my game and the digger asset is inadequate

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I hate blender and complicated programs and I need relatively simple things to model such as cave walls and rocks

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Probuilder (and polybrush?) seem like the perfect tools for the job but I don't quite understand the difference or how you use them in conjunction

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I saw a couple of youtube vids saying probuilder + polybrush but I could only see people modelling with probuilder

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so do I paint textures on with polybrush or what? I saw that it does modelling as well so I'm confused as to what I should use where

bleak dust
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and they can work in conjuction since they originally come from the same developer

gilded heath
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i imported my model from blender and the same pieces are different who knows why btw the piece on the right is the broken one idk what happend to

mellow goblet
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is this really true?

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maybe for more complex meshes

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let's say I want to make good looking rocks, can I do that with probuilder + polybrush or should I stick to blender?

bleak dust
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probuilder can struggle with very complex meshes, so if you do high poly stuff or characters you should use blender, i made 90% of my game's levels using probuilder and it works for me its up to preference really, you can also prototype the levels in probuilder and then replace it with actual models when those are done.

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Define good looking

mellow goblet
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meshes can often be subpar, it won't matter if the textures (with bumpmaps and such) sell it

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I guess I can always try both

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why not

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is probuilder + polybrush easy to use? I'd assume so

bleak dust
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yeah

mellow goblet
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ok I will try it alongside blender

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if I undetstand correctly, I can paint in different textures with polybrush, the same way I would paint a terrain, correct?

bleak dust
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ye

mellow goblet
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what of the normal maps, metallic, smoothenss etc?

bleak dust
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you basically paint materials if i remember right

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maps are part of the material

mellow goblet
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oh that's great actually

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amazing

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I thought you painted only textures

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if you paint materials, that is massive

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one last question, can you only paint objects made in probuilder, or can you paint any meshes?

bleak dust
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im actually not sure about that

mellow goblet
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ok thanks

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I will investigate

ocean sequoia
young vapor
ocean sequoia
ocean sequoia
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like I need a vert right there to collapse upon

young vapor
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yeah cutting/ edge loops is the only way I've done it, not sure if there are other ways

ocean sequoia
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ah dang ty

ocean sequoia
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tool likes to error a lot and when it does it stops responding until I restart unity

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that fill hole button is a trap

ocean sequoia
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I'm so confused on the conditions on when or when I can't add an edge loop. There's no message on why it fails sometimes. (Looked up limitations on some of this stuff and there's many reasons it could fail, but I wish pro-builder would print out the error because otherwise it feels like the tool is just unresponsive)

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Seeming to having to deconstruct my stuff back and making sure I have all the loops I need before expanding anything out

patent creek
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probuilder 4.5 at work notlikethis let's see if 5.2.2 can handle concave shapes

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5.2.2 removes all the cross triangles but epic fails on selection growth:

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alt+G twice

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another example where alt+G fails. this is after hammering it a few times- these are coplanar, so well below the default 15 degree threshold

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and crazy slow to delete faces, even 1 out of 6k probuilderized poly

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also inspector drags its ass. i think mesh data is all stored in the inspector which is fine when you store 100 elements, not ok with 2k+ and this is a bug of the editor's serializer that every asset dev knows. the fix is to not store data in the scene but instead create temp scriptableobject

ocean sequoia
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turns out there's some real big bugs with a lot of the 2023 probuilder versions and Unity 6

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throws a whole bunch of null errors when dividing out faces

manic solstice
ocean sequoia
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Mostly because the cutting tool likes to freak out and throw a bunch of null errors

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It's unfortunate cause this thing does seem pretty promising, but there's quake map editors out there better optimized than this thing.

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can't even remove edges? What is this? The 90s?

ocean sequoia
barren oasis
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i cant really find the right place to upload this so im gonna upload it over here

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how do i optimize my 3d models?

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im making a horror game i wanted to import a house i found i sketchfab but my game is really lagging

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i know about texture atlas' but i dont really know how do i do it for a model i found online

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i have tried used texturepacker3d but its not really working, its giving my a model with no textures

muted venture
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why doesn't fill hole work here?

junior sorrel
plush pewter
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In Probuilder 6, is there any way to bring up a tool window like <6? having to do everything through the toolbar menu is super slow

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for example, collapsing veritices

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the probuilder docs, even for 6.0.1 still seem to show all the old way of doing things

junior sorrel
plush pewter
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I have the couple of items added into the existing one, but it has just create shape, and knife tool

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Been looking everywhere

junior sorrel
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tbh, its quite possible they made it worse while making it better, like with so many other things related to the migration to "better" retained-mode UI

plush pewter
muted venture
junior sorrel
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^ in those cases the hole tool (among others) gets confused

muted venture
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So complex geometry creates some issues on probuilder. Does the same thing happen in blender too? Also is there a way to get around it in probuilder? Btw i managed to close that gap but with a very shitty way

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This is the backside of the wall

ocean sequoia
# junior sorrel

So what's the workaround here if you do need that third edge to extrude? I've been just taking the buggy cut tool and making a similar edge right below it.

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I was thinking just disable backface culling and save yourself from creating another face, but I guess you can't shortcut like that

ebon widget
plush pewter
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yea that's what I've been doing. although I get why this is the direction ya'll went with it, I admit I liked the speed of having a toolbar that had some of the more common items in it

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your pb5 vs 6 video was helpful

ebon widget
ebon widget
plush pewter
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I just mean its two clicks instead of one now, though like all things, in a few weeks I won't care anymore

ebon widget
ebon widget
plush pewter
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also, do you know the name of this feature? I want to hot key it but I can't find the name

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yea that makes sense. it is much cleaner now

ebon widget
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Oh! Yes sorry it's a naming issue - let me check ...

plush pewter
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overall, been loving PB6 though, havn't had any real issues yet

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I used to use realtimecsg but with it not being compatible with unity 6, i'm back to PB, and have been pleasantly surprised with it

young vapor
ebon widget
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Shortcuts: ok, I had to search myself ... sry, we'll get the naming fixed up!

ebon widget
plush pewter
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ahhhhh ok that's awesome thank you!

young vapor
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I guess now its changed from "Corner" to "First Vertex"

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the placement seems to be using the corner vertex which is accurate but then final mesh has the pivot in middle, and you can see I'm in pivot mode not Center

ebon widget
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Yeah cool I see it there! Thanks!

shadow kindle
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I'll check that tomorrow indeed! I don't recall this bug report in particular but my memory can miss some things sometimes šŸ˜…

manic solstice
hollow hamlet
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anyone know how to call this via code ?

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I mean the generate lightmap UV's specifically

bleak dust
hollow hamlet
bleak dust
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because lightmap baking should not be done during runtime

ocean sequoia
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https://i.imgur.com/8Jb8mui.jpeg
Made something actual for once with this tool. I actually like it for how minimal it is compared to blender and that I can work with it right inside of unity (always a positive), but I can't get over the fact that I had to constantly back up my mesh as the cutting tool would constantly brick it. There's a few ways I could reproduce those errors, one being that cutting too close to the edge just makes it crap the bed, and I suspect that a vertex connecting to many other vertices were more prone to breaking if I used them as a source to one of the cuts.

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Also, edge detection can be problematic at times, also selecting multiple verts started becoming a problem as it would select everything not* in the foreground (maybe there's options for that I've not looked into)

young vapor
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you got some wild looking geometry there

ocean sequoia
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the crappy uvs did fit the theme of it though haha

young vapor
ocean sequoia
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Yeah I made a doom clone

hollow hamlet
bleak dust
hollow hamlet
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obviously yes its for lightmap baking but that happens only manually (when I do the bake, i don't use auto baking)

plush pewter
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are there any really good probuilder courses/yt series that someone can recommend?

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everything I find seems pretty outdated

karmic jungle
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is probuilder good in the long-run for complex levels? Seems better than just doing it in blender at least

young vapor
karmic jungle
young vapor
karmic jungle
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pro builder always felt like blender with a little strange controls/UV editing so this is gonna be really good lol

young vapor
haughty sonnet
young vapor
haughty sonnet
hollow hamlet
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is there an alternative to Probuilder vertex painting brush tool ? As usual with subsequent versions Unity makes their tools/packages worse, so the latest probuilder versions removed the vertex painting by brush feature

young vapor
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the new locations workflow is a bit counter-intuitive I give you that

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anyway you will find it in the upper menu of unity

hollow hamlet
# young vapor vertex painting is there but its moved

I know it exists in that form, but the previously existing brush mode made painting large chunks very convenient. That has now been removed (such a great choice Unity, real good move) leaving us only with the select-click-apply workflow which is awful for large areas. That's why I'm wondering if there's an alternative.

young vapor
young vapor
plush pewter
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I'm running into a strange issue where my UVs are being squashed into nothing when I click almost anywhere. Am I doing something wrong? If I reset the UVs, it seems to fix itself for the most part. cc: @ebon widget

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PB6, current version

unique thicket
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is there a way to link these faces together and make a tunnel merging them?

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like bridge them together i mean

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nvm got it

formal crow
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Hi everyone šŸ˜„ I have drawn my polyshape using ProBuilder but I cannot figure out how to assign vertex colors, it seems like it just does nothing. I'm using 2023.2.13f1
Does anyone have an idea on the matter?

young vapor
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since you already created the shape with missing material, after doing the step above you can just drop the new probuilder material onto the mesh

formal crow
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Working perfectly! Thank you so much, I wonder the reason why the material is not included into the package though 😁

young vapor
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SRP were added later in unity, so they give you the birp version. Wish it automatically detected that in package manager but yeah lol

formal crow
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Hi, it's me again! I'm still messing around with ProBuilder but adding a twist to it.

Once I'm done with modeling my mesh using great ProBuilder, I export the asset and use it as an ✨ extrusion mesh ✨ to generate tracks procedurally. This works well except that I'm unsure how to deal with texturing. My curved tracks are made of several straight segments and I feel like the U coordinate should range from 0 to 1 across all my segments (enabling tiling) to avoid the discontinuity of the texture between them.

I plan to map each vertex to its corresponding U coordinate depending on our current cumulated length along the whole track, and map to V coordinate depending on its relative height to the rail height. Does it sound right or am I overengineering it? Thanks!

robust plume
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math error? A simple division is resulting in a 14% error.

To replicate:
Create a plane with 1 height cuts and 3 width cuts.
Use vertex selection to join vertexes so that an equilateral triangle is formed.
Delete planes not inside triangle.
Duplicate resulting plane (now in triangle shape) and rotate and move to see that the triangles are definitely not equilateral.

#

if I resize the plane to about 86% of original size, a true triangle results. This shouldn't be.

viral flame
#

I'm attempting to find an insert edge loop tool in probuilder, but I cannot. Or at least select edges specifically so I can bevel them, rather than faces. Anyone know how to do that?

half drift
viral flame
#

Ohhhh. I see. Thank you for the clarification.

split hamlet
#

Does anyone know why my staircases are coming out as an oval? I've never had this issue before. 360 degrees works fine for the circumference.

#

Nevermind lol

indigo iris
#

Probuilder allows you to separate mesh? Like in Blender when I select or Link vertices

hollow gust
#

Is there a way to bevel an edge so that it's more curved instead of just adding a single face? Like in Blender

earnest cape
#

I'm trying to make a resizeable room but somehow couldn't find any info on this online. It would be great if the walls of the room would keep their width while the interior of the room becomes bigger. If there's a tutorial or something you could share with me, it would be greatly appreciated!

young vapor
earnest cape
#

I found a guide that talked about procedurally generated rooms where the guy seems to have exactly what I'm looking for, although I'm struggling to understand which parts of the tutorial are really relevant to achieving what I'm trying to do. I'll keep trying to figure this out, here's the link to the video for anyone else interested in this: https://youtu.be/PhLcNhK9aro?si=T-axj3_S0WI93oth&t=329

mellow goblet
#

is there a polybrush discord server? I can't find it

#

I ask here cause they are semi-related

coral musk
#

So I can texture how can I use

#

How can I use it to match the texture to UV

stoic grotto
#

So I just started my first project, how do you make different levels for each mission in a campaign like is it all in the same place or all in different areas

keen surge
#

depends

haughty sonnet
barren oasis
#

is there a way to collapse to nearest vertex? like blenders "By Distance"

barren oasis
#

hello i built this with pro builder. I'm wondering how do i make it so has walls and a roof its not working properly.

brave badger
#

Does anyone know why, when my edge loop cuts approach another edge, they begin to warp the shape?

#

Kinda driving me nuts

haughty sonnet
#

@ebon widget polybrush causes a leak detected message in the log every time i press play after sculpting something with polybrush

solar pumice
rustic mauveBOT
#

🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.

šŸ“ If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ā€˜Report a problem on this page’!

šŸ’”If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.

For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting

haughty sonnet
#

its ok, its fine to tag him. you can ask him

haughty sonnet
#

it seems probuilder 6 does not have any new desirable features? just some minor changes to things that did not need to be changed. probuilder still lacks a lot of things that should have been a feature from the start (features that an engine from the 90s has, which probuilder was inspired by)

#

for example, texturing an arch so the texture curves with it. impossible in probuilder (unless you spend hours trying to line up the UVs and even then you cant get it perfect), while in the 90s engine it takes a couple clicks

muted venture
#

Hello, did they fix the Probuilder boolean tool in the latest version of Unity? It keeps crashing the editor when i am trying to use it in the 2022.3.4.f1

#

is it still experimental on Unity 6?

hollow gulch
#

Hey everyone! I have an issue with exporting an object I created using ProBuilder. Can you assist? šŸ™‚ I want to export this arcade machine model as a single object, to be imported later. How do I do that? I only manage to export seperate objects, like the cabinet, buttons, even the image that I use inside a material. Thanks!

junior sorrel
barren oasis
#

Just starting using Unity 6 and wanted to have a go at probuilder, wow its different and itll take some time to learn however I have one big issue and I must being doing something wrong. Before I could hold control and it would snap to the grid fine, now it doesnt snap on that initial shape creation point, after ive made that first point it allows me to snap but not for the first point before ive clicked, added videos below, any idea how to solve? Whilst its not the end of the world its quite annoying when trying to create a shape next to another and have it in the correct location

hollow gulch
hot galleon
#

I get these weird glowing spots around edges of probuilder meshes? Its also like 10x brighter and more visible in VR

maiden falcon
#

Hey everyone, I have lot of 3D assets, i just wanna build a prototype fast, how do I do it without individually putting pieces?

dusk ingot
haughty sonnet
barren oasis
final ginkgo
#

How would I merge these faces back into one?

#

I separated the track into 2 parts using an edge loop

#

but now I want to put them back together

#

is that possible?

sonic basin
#

anyone know how to fix this

young vapor
final ginkgo
#

I tried but the faces were separate

#

The picture was a little odd because I forgot to undo when I tried to do something to fix it

final ginkgo
#

Oh yeah I fixed it btw

haughty sonnet
#

does anyone know how to texture an arch so that the texture curves with it? or is that still not possible in probuilder after all these years?

young vapor
#

the UV editor is basic

haughty sonnet
young vapor
#

or you mean something else

haughty sonnet
haughty sonnet
#

so it's not possible 😭

young vapor
haughty sonnet
young vapor
#

like the entrance part?

young vapor
#

Ohhh I see yeah that part..I see

#

shite this is where i miss Source Sdk's hammer editor, lets you align those easy by highlighting face and ctrl clicking it..

#

let me see what i can try out. If I have an update i'll let you know

untold sundial
#

I prefer to blender

visual elm
#

Got a little box room going. How would I go about carving in some doors though? Amount of edges/faces/vertices is very minimal right now

visual elm
#

Gotcha, appreciate it! New to all this, so I'm fumbling a bit XD

visual elm
#

How about merging edges? Looking to get rid of unnecessary geometry

austere pumice
#

Does someone have some kind of guide or references to look at for level design? I literally have no idea what I am doing. I watched Unity's level design tutorial that was from 8 months ago but I am stuck on the floor plan part

#

I can use probuilder pretty easily but I am really stuck on the floor plan

young vapor
austere pumice
ivory gazelle
#

How do I make my model into a game object? I finished one of my prototypes and want to see what it looks like in-game and I have a building selection menu but the game objects I have right now are just placeholders.

haughty sonnet
haughty sonnet
desert plank
#

how do i use probuilder

young vapor
sweet imp
#

Hello, I need assistance with manipulating game object shapes, specifically extrusion and cutting using ProBuilder Mesh Operations. Before proceeding with these operations, I need to manually select a set of vertices, edges, or faces to apply the mesh modifications.

Vertex Editing:
Display Vertices: Show the vertices of the selected game object by creating a "sphere" at each vertex's position.
Selection and Highlighting: Use the same approach as selecting game objects with mesh colliders and raycasting.
Multiple Selection: Enable the ability to add vertices to a group by left-clicking (for adding) and right-clicking (for resetting).
Reverse Assignment: Relocate each vertex to the current location of its corresponding sphere.
Render the Modified Object
Challenges:

Objects with numerous vertices, like spheres, may have too many vertices to manage effectively.
High memory usage due to adding a collider component to each vertex's sphere.
Significant processing time required.

Face Extrusion:
Method 1: Similar to vertex selection, but more time-consuming since faces are not conformal (same size). This method requires scaling, rotation, and translation for each face, making it costly at runtime. However, it allows for visualization during the selection and highlighting process.
Method 2: Selection is based on the mouse position hovering over faces and choosing the closest one. While faster, this method is less precise and can lead to frequent mistakes.

Edge Extrusion:
This involves modifying two vertices as one, following the same process as vertex editing mentioned above.
Apologies for the lengthy message i saw no other way to present my problem/topic

mellow goblet
#

Any polybrush enthusiasts here?

#

does anyone have a working version of an HDRP shader for polybrush

#

with normal and mask maps, tiling, triplanar etc.

sweet imp
#

Hello
How can i use ProBuilderMesh.SetFaceColor function? i tried multiple attempts basing my knowledge to API Documentation but face color is not changing...

#
    // Reset the object color upon deselecting/unclicking Active GameObject
    public void HandleExtrusion()
    {
        GameObject gameObject = GameManager.Instance.activeGameObject;

        if (gameObject != null)
        {
            ProBuilderMesh proBuilderMesh = gameObject.GetComponent<ProBuilderMesh>();
            if (proBuilderMesh == null)
            {
                Debug.LogError("No ProBuilderMesh component found on this GameObject.");
                return;
            }

            Vector2 mousePos = Input.mousePosition;
            Ray ray = Camera.main.ScreenPointToRay(mousePos);

            if (Physics.Raycast(ray, out RaycastHit hit))
            {
                // Left-click to select a face
                if (Input.GetMouseButtonDown(0) && !locked)
                {
                    selectedFace = new UserSelectEditor(proBuilderMesh).getCloestFace(hit.point);
                    if (selectedFace != null)
                    {
                        Debug.Log("Selected Face: " + selectedFace);
                        proBuilderMesh.SetFaceColor(selectedFace, Color.red);
                        locked = true;
                    }
                }

                // Right-click to deselect the face
                if (Input.GetMouseButtonDown(1) && locked)
                {
                    if (selectedFace != null)
                    {
                        proBuilderMesh.SetFaceColor(selectedFace, Color.white);
                    }
                    locked = false;
                }               
            }
        }
    }
atomic patio
#

when i probuilderize my object keeps going from black to the normal texture??

open kelp
#

Hey all, is there a way to cut out this circle from the cube?

haughty sonnet
# open kelp Hey all, is there a way to cut out this circle from the cube?

In this tutorial, I'll show how to use the Boolean Tool in Unity's ProBuilder to Combine Shapes, Create a new shape based on the intersection of the two shapes, or to Subtract one shape from another. Super easy!! Also check out How to Make a Bounce Game Series https://bit.ly/39HIYBU.

ā–ŗ Download Playmaker at https://bit.ly/3dV8JzC
ā–ŗ Download U...

ā–¶ Play video
green jacinth
#

Learning to use probuilder efficiently and run into a couple videos on unreal's cubegrid, is there something similar in probuilder? I'd like to find a faster workflow to extending parts of faces or punching in doors that doesn't involve setting up edgeloops?

haughty sonnet
green jacinth
#

I knew I can extrude a face but Im going to have to try with an edge cause I can't imagine how that works

sweet imp
#

Hello, is Boolean Tool in ProBuilder Plugin available to use through C# script?

errant grove
#

I can't seem to find a good beginner tutorial for probuilder, the one from Unity a couple months ago doesn't tell me how to fix having the "center" of the build not be its actual center. Can someone help me out?

young vapor
errant grove
young vapor
# errant grove

I would suggest you go to one of the vertices at corner (in vert mode) , go to Set Pivot, use that spot as the pivot makes it easier to align walls together

brittle rivet
#

So... are probuilder stairs kinda buggy with player movement? I can't jump while walking down stairs and I have no idea why.

#

It is being registered that I am grounded... but jumping isn't possible

#

I made my ground detection box massive just to rule that out as being the issue lmao

young vapor
brittle rivet
#

Here's a clearer view

#

if the box is green, it's colliding

#

The last time I go down the stairs, I'm mashing jump. You can see I jump once I get back to the ground.

young vapor
#

if it says you're grounded then nothing is wrong with the stairs

brittle rivet
#

Oh wait

#

I think I know

young vapor
#

could be something in the code
I would double check the code, post in one of the code channels probably #šŸ’»ā”ƒcode-beginner for example link to the code so we can double check, def not probuilder issue since the collider is probably detected

brittle rivet
#

You're right, it's a code issue.

#

The probem just occured to me.

#

Thnx for you help šŸ™‚

young vapor
#

no problem šŸ™‚

hollow hamlet
#

How is probuilder such absolute garbage

#

it's unbelievable

young vapor
hollow hamlet
haughty sonnet
solar pumice
#

They're gone

copper dirge
haughty sonnet
copper dirge
#

Haha I just pulled in from each edge using shift and it extrudes down, but when I reversed the normals it extrudes up and looks better.

copper dirge
#

Any idea why that plane would extrude down after selecting those faces made after moving the edges in (not sure what the holding shift function is called)

sweet imp
#

Is it possible to add/create a face and add it to mesh and apply extrude on it?

uncut marten
#

anyone know why this happening?

sweet imp
#

face subtraction, anyone knows a function or utility that operate such thing about it?

haughty sonnet
# sweet imp face subtraction, anyone knows a function or utility that operate such thing abo...

In this tutorial, I'll show how to use the Boolean Tool in Unity's ProBuilder to Combine Shapes, Create a new shape based on the intersection of the two shapes, or to Subtract one shape from another. Super easy!! Also check out How to Make a Bounce Game Series https://bit.ly/39HIYBU.

ā–ŗ Download Playmaker at https://bit.ly/3dV8JzC
ā–ŗ Download U...

ā–¶ Play video
sweet imp
#

not really

#

Given two faces ABCD and wxyz such that wxyz is contained in a rectangle ABCD. where each vertex is a vector of 3d (x,y,z).
How can i compute all vertices of the sub rectangles that are created by subtraction of a subface from the main face?
In the photo below, you would notice 8 rectangles numbered. i want to calculate for each rectangle it's pair vertices representation.

wheat pagoda
#

does anyone know how to makea cube empty and turn it into a room like in dani's video

#

so peoples pcs dont crash

#

nvm found out

#

flip normals

wheat pagoda
#

why does it do this

haughty sonnet
wheat pagoda
copper dirge
surreal nimbus
#

Hey, i have a problem, when I try to merge walls in ProBuilder, something like this happens, as shown in the video. I know I can use 'flip normals,' but the map is quite large, and when I use it, some walls get fixed while others break in exactly the same way. Does anyone know how I can fix this?

#

The walls are made from regular cubes available in Unity, just stretched, and they have a texture on them if that information helps

undone geode
#

I cant find the "ProBuilder Window"

young vapor
#

welcome to hell

#

all menus are now in the context menus

undone geode
young vapor
#

not a big fan of this tbh

#

but it is what it is ig

undone geode
raven pine
#

If I'm using ProBuilder, is there a good way to place prefabs (e.g. bridge tiles, rocks, trees), or other tool that works well with ProBuilder workflow?

cyan burrow
raven pine
#

Yep, thanks. Though I wish I could control placement rotation with a keyboard shortcut and see a preview before placement. I'll also check out the asset store for some prefab brush solutions.

barren oasis
#

Im assuming theres no way to fix a broken sample material (HDRP) for probuilder

#

Cant even see what that says

raven pine
#

Is there a way to have the grid snapping when using scale tool on the face?

primal trail
#

Sry i mean on active targets in the graph

young vapor
barren oasis
#

okay thanks both of you

green jacinth
#

Are there any known gotchas with connecting / joining probuilder built rooms? I have 3 "rooms" with holes cutout for doors and when I place them next to eachother I can move between some of them but not others, sometimes I can only pass one way, and towards the other there's an invisible wall. there seems to be no logic to it

green jacinth
barren oasis
green jacinth
# barren oasis Make sure the face is fully deleted, on both sides To align them perfectly, use...

When I flip normals does it still have another side?

What I've further found is that my character isn't stopped and can go through the whole freely if I extrude a little"lip" around the door frame?

This probably has more to do with the character controller then pro builder colliders, maybe there's some special handling of hard edges?

Although why would the character controller care what it's stepping of? An extruded piece of the floor still end in the same "edge"

barren oasis
green jacinth
#

I'll post a recording in an hour or two

green jacinth
#

(left side has "lips" extruded around the door frame. I can get the exact same effect if instead of the lip I align the opening vertices with ones of an adjecent room's door opening)

barren oasis
green jacinth
# barren oasis Remove the small bottom face (and see if it helps)

bottom doesn't seem to make a difference, but removing the top face above the doorway stops the charactercontroller. having a little lip there allows them to pass through. (and simply making the entrance taller solves it as well. (but in the screenshots the character is 1.8 and the doorframe is 2 so I don't know why it would need so much room on top to pass without issues)

barren oasis
#

Its probably just a CC issue, can you send me the map mesh and I can test it with my controller @green jacinth

green jacinth
#

it's just a standard CharacterController with controller.Move((_velocity + Vector3.up * verticalVelocity) * Time.deltaTime);

green jacinth
#

exported the test stairs and walls, thanks for having a look. I'm just curious to know what's going on so I can go ahead with some knowledge instead of trivia voodoo rules like "include lips around door frames". Although it's not super important because all my actual level geometry will probably include solid shapes around doorframes anyway.

barren oasis
green jacinth
#

Yeah I'm looking for some best practices for sure. I initially had a box with cutouts for the "stairwell shaft" but realized I'm getting a very complex mesh collider from pro builder and it's probably better to have a wall section for individual floors, made a weird shape beause I was getting a nasty seam when I just cut at the floor level. (But I now realize I could have dealt with the seam with a small offset where the walls join šŸ¤¦ā€ā™‚ļø ).

loud gulch
#

How would I make a tube with a texture that dose t overlap on the edges I’m also extruding a side to extend the tube and I’m moving the faces on the sides around

young vapor
#

why not

#

which version of Probuilder are you on

#

package manager

#

if you need the menu with Probuilder v5 and below you need to go to Tools -> Probuilder -> Probuilder Window

#

yep UnityChanThumbsUp

ivory canyon
#

Hello, in probuilder 6, I want to select faces by material but only for the current selection. I cannot find the option to switch from the default of selecting all the objects with the material

leaden jasper
#

how do you unsubdivide a wall?

#

Im trying and failing to make anything

scarlet hearth
#

How can I make a hole be counted in a convex collider? I'm trying to make a chain but the convex shape is just a box.

young vapor
scarlet hearth
#

Ah shoot you can't make links without convex. Guess I'll have to use invisible toruses.

scarlet hearth
#

Nvm I didn't understand how hing joints work

desert plank
#

i tried everything to fix that stuck installing button, i spent an hour but still not installed yet
idk if it's a bug or broke unity 6

wet atlas
#

In polybrush, when drawing textures using textures blending materials I can draw only on faces.

is it possible to draw multiple textures on a single face?

and if not when I draw on a terrain I can easily blend textures to really minor levels. do terrains have an insane amount of faces?

#

I would like to draw textures on an object without subdiving so much...

haughty sonnet
wet atlas
haughty sonnet
hushed bridge
#

How would one change the grid snapping? When holding ctrl its doing in increments of .25 how can I change that

hushed bridge
young vapor
hushed bridge
#

Changing that doesn't make a difference

#

That was set to increments of 1 but probuilder is doing .25

#

I tried changing it to increments of .5 and probuilder still did .25

young vapor
#

this changes to holding down control, if you want to change the other snapping change the regular grid.

hushed bridge
young vapor
sage sinew
#

Hey so I want to make a cave system that has different routes, rooms different passages etc. The game I am making is a horror game so the only way to escape if to go further down the cave. I am using pro builder to make the basic shape of my cave, I want to know how I can give the walls and floor that cave like shape. How would I go about doing this?

haughty sonnet
#

its in the package manager by default just like probuilder

sage sinew
haughty sonnet
# sage sinew Do you mind sending the video link?

took some digging but here it is https://youtu.be/7k-81UEluyg?t=2651 i timestamped it at where he starts using polybrush on his tunnel to turn it into a cave

March 22, 4:00pm (San Francisco) - We recently announced that ProBuilder has become an integrated part of the Unity Editor making advanced level design easier than ever before. ProBuilder creator, Gabriel Williams, demonstrates how to design, prototype and play-test your levels rapidly in Unity. Learn how to use ProBuilder to refine your creati...

ā–¶ Play video
sage sinew
haughty sonnet
haughty sonnet
#

maybe you have to restart unity after download polybrush

sage sinew
sage sinew
#

I subdivided it already as you can see

haughty sonnet
sage sinew
#

how do I fix this?

#

bro this is so annoying I can't seem to figure out why it doesn't work!

young vapor
#

also you should probably have vertex mode selected so you can see the vertices

#

most likely you have to mess with the normal direction or axis

sage sinew
#

looks decent

haughty sonnet
# sage sinew looks decent

needs more vertical edges imo to get it to look less blocky, but its hard to add those with probuilder, dunno how to do it without recreating the mesh completely

#

thats an issue with polybrush that they should make easier

sage sinew
# sage sinew

I already have a base cave made with pro builder and I have added 2x subdivide. when I try to do same thing its not as good as the one in this pic

haughty sonnet
sage sinew
haughty sonnet
sage sinew
haughty sonnet
sage sinew
#

@haughty sonnet just turned on the stats and my fps is jumping from 80 - 200

#

How I built the cave was I put 1 single cube and flipped normals and I made the first half then got a second cube and did the same thing then I merged them both together and subdivided them 2x and started sculpting. I made them with pro builder @haughty sonnet

#

never mind the fps is back to normal

#

lol

haughty sonnet
bright python
#

is there a way I can fix this werid uv mapping with probuilder?

#

it seems to only do soild colours

pastel gale
#

does probuilder support unity 6 ?

young vapor
pastel gale
young vapor
pastel gale
#

Yea the window was so useful, idk why they removed it, ig they mimicing blender ahh UI

young vapor
hushed bridge
#

šŸ‘€ Is there a way to merge these together

#

nevermind im stupid i just found the merge faces button

sage sinew
#

@haughty sonnet Hey man bit of a problem. The way I am making my caves is I use probuilder and spawn in 1 cube then I flip the normals and I start making the first half. When I am making different path ways I make a hole in the wall and I delete the face then the hole I created I add another 1 cube with normals flipped and I fill the hold with this cube and I remove the face of the cube so it creates another passage way. So I took your advice so I am making them multiple game objects and not 1 object. Now when I subdivide each one by 2 or 3 and I use the poly brush it literally doesn't work properly. I tried messing with the direction and it didn't help. Sometimes it may "work" when pressing in random spots. I am losing it how do I fix this? I watch other people do the same thing and it works flawlessly for them.

haughty sonnet
sage sinew
#

I already subdivided the first part of the cave 2x and it still doesn't work

#

it might work abit when I click on random spots

#

I don't know what I'm doing wrong

haughty sonnet
# sage sinew

how did you fix it last time? also can you show the entire polybrush window

sage sinew
#

but now its not working

haughty sonnet
# sage sinew

did you try changing the settings around, for example unchecking "ignore open edges"?

sage sinew
#

hold on let me try

#

alright so even when its checked and unchecked the problem is still there but it does kind of work when I put my mouse on the vertex (the small dots)

haughty sonnet
sage sinew
sage sinew
# sage sinew Bro its literally still not working I don't know what I am doing wrong this is d...
  1. flip a probuilder cube's normals
  2. extrude it in sections so that we can subdivide it evenly later
  3. smooth and add deformations with polybrush (hold ctrl to carve when using the raise/lower tool)

a better way to line up the UVs for the rock texture would be nice, but when I do it to one section of the cube and then extrude a face, the UVs...

ā–¶ Play video
haughty sonnet
sage sinew
#

So it was because of that then?

haughty sonnet
sage sinew
#

What are your settings?

#

Take a video of you using it if you don't mind

haughty sonnet
# sage sinew What are your settings?

sorry i dont have any video recording software installed, but outer radius is 5, inner radius is 1, strength is 1, falloff curve is not straight and it goes down at the end, its set to World, ignore open edges is enabled, oh and it looks like direction is Vertex Normal, i didnt see that yours was different

sage sinew
haughty sonnet
sage sinew
haughty sonnet
sage sinew
haughty sonnet
sage sinew
#

hold on

#

I think this might be the problem

haughty sonnet
sage sinew
#

look how many vertices there are when I try on that area it works but on the others it doesnt

sage sinew
#

is it because of that?

haughty sonnet
#

you need a bunch of vertices to sculpt

sage sinew
#

yooo

#

thats crazy

#

how can I add the vertices on that side?

#

I tried subdividing but it only adds more to the walls and not the ground

#

any ideas?

#

bro when I subdivide it only adds it to the walls and adds only a few on the ground

haughty sonnet
# sage sinew any ideas?

im not sure. surely there must be an easy option to add edges. but i guess one thing you can do is select a face and click this (look at my image). but then you get too many on one axis and you're gonna have to manually delete those

haughty sonnet
haughty sonnet
# sage sinew

select 2 edges and click this. it puts an edge between them like you can see on the icon

sage sinew
haughty sonnet
# sage sinew im confused what is this supposed to do?

the icon shows you what it does. the blue edges are the edges you select and then you press the button and it creates the orange edge. you can use that to make vertical edges on your wall that only has horizontal edges. then you get vertices between the horizontal and vertical edges

sage sinew
#

I have to manually keep doing this till there's enough on the walls ceiling and ground is there a better way of doing this??

haughty sonnet
sage sinew
#

I have to add a decent amount on the walls, floor and ceiling.

#

actually how can I make them longer when I connect the egdes

haughty sonnet
#

thats one reason i dont like polybrush. if you want to change something then sometimes its easier to just delete the entire object and make a new one... maybe theres a better way to do this but i dont know. the creator of polybrush needs to be notified of this so he can fix it

haughty sonnet
sage sinew
#

look how long this one is it goes on the floor to the wall and ceiling

haughty sonnet
sage sinew
#

pro builder is soo dumb when you subdivide an object why on earth does it only add more verticies only on the walls

haughty sonnet
#

oops i missed one edge

#

the one in the left corner

haughty sonnet
sage sinew
sage sinew
haughty sonnet
haughty sonnet
#

doesnt look like a probuilder mesh

wet compass
#

why can't i connect those two vertices?

weak cove
#

if anybody can help me with this in probuilder, im trying to cut a hole in the wall and i click it shows these blue lines that I have to move my cursor far away from to cut so I cant cut up close. All the objects are probuilderized and i do not have snapping on

sage sinew
#

@haughty sonnet Hey if I wanted to paint blood is it possible to do it with the poly brush? I want to add blood marks on the ground and walls so is it possible?

sage sinew
wintry lava
#

i downloaded probuilder but i dont have an option to get the probuilder window

bleak dust
wintry lava
bleak dust
young vapor
wintry lava
strong kraken
#

In probuilder unity 6

#

where can i add materials

#

bc i saw i can use preset

#

but where can i add my own preset

#

i didnt understand the new ui of probuilder

prime light
#

is probuilder crashing like hell for anyone on unity 6 lts?

#

like inverting normals, or adding an edge loop from shortcut crashes a lot

strong kraken
#

Yeah i have the same problem @prime light

#

Probuilder is very unstable and has a very poor interface

hollow grove
#

I'm tryin it on U6 0.23 and it's working fine for me. I've used the right click menu to invert normals, I also added an edge loop between two edges and it worked fine. I am using URP.

Curious what might be causing it for yall. I am currently on an AMD 6600 GPU, so not sure if it an nVidia issue if that is what yall are using. There has to be some difference between me and yall as to why it is crashing. I'll keep trying it out and if I get a crash ill report that it happen to me.

abstract forge
shy plank
#

were is probuilder window ????????

#

anyone know about it

shy plank
whole prawn
#

Read harder then, because it mentions it in the second dot point

pine turtle
#

my probuilder does this occasionally where it subdivides like this

#

the room is just a box with flipped normals

#

i fixed it by subdividing everything together ok

median frost
#

Is probuilder able to edit skinned meshes? If the answer is no, does anyone know of an in editor mesh edit tool that would allow me to tweek some verts/faces?

lament igloo
#

after i upgraded my project to unity 6 my probuilder meshes started to do this scatter explosions anyway to fix this issue?

#

already tried to do repair sections none worked

#

im %100 sure that is caused by probuilder bcs if i move the faces a bit that section is fixed

#

and also it only happens on post processed areas eventhough bloom scatter and intensity is greatly reduced

wooden patio
fading crater
#

how do i put probuilder as a window

here's an example

young vapor
tacit meadow
#

i tried parenting it to another probuilder objects aswell as an empty gameobject, still cant get it to work

young vapor
tacit meadow
#

also, if i parent a probuilder object to another one, the parent position changes to the middle point between the 2

young vapor
young vapor
tacit meadow
young vapor
tacit meadow
#

ooo it works now ty, didnt see that option

young vapor
spiral raft
#

Hi, I'm working on a project with three scenes, the first and second are filled with probuilder models and work fine, but whenever I load into the third scene I get the following message:

#

Also, whenever I simply play from that scene, this isn't an issue.

#

But when I use the scenemanager to load it that pops up

spiral raft
#

Sorry, I'm not great at probuilder, what does that mean?

young vapor
spiral raft
#

Got it

young vapor
#

find out which script, eg is your script or editor script and so on

spiral raft
#

It's an editor script

#

Also, if I just unpause the game it works fine

young vapor
spiral raft
#

I have already, sadly it didn't work

sage jasper
#

i can't flip normals?? i have cube selected

shy plank
#

anyone know how to combine two objects

#

like merging vertext of two object or using bridge

any idea how to do it in new probuilder

shy plank
#

anyway to combine these object ?

shy plank
#

found it

merry yew
#

quick question can i substract an object to an other one like i have a cube and i want to remove the center with a cylinder can i can ?

I don't want to make a pipe i just need to know if we can

#

like a reverse extrude

haughty sonnet
broken linden
hollow granite
#

So, where the heck did the probuilder WINDOW go? I cannot stand to use the context menus.

#

the window is like the only thing that makes probuilder worth bothering with

#

Ok so they killed the Window in 6...thats just insane

barren oasis
#

guys i have an question? how can i select all outlines like there?

#

||if youre answering me pls ping me||

barren oasis
#

nvm i got it now

knotty marsh
#

@barren oasis you would just select the inner faces

barren oasis
#

hi

knotty marsh
#

thats pretty much it

barren oasis
#

select them and?

knotty marsh
#

drag them wherever you want the slope to be

barren oasis
#

I want this

knotty marsh
#

okay then add loop cuts and drag it up

barren oasis
#

but I have this

#

the cuts are not the same

#

bc I duplicated the mesh

knotty marsh
#

why would you duplicate it, just do shift + drag to add more to it

barren oasis
#

what mode r u in?

knotty marsh
#

you can do this in face/edge/vertex mode(s)

barren oasis
#

u can do this to one side only

#

not around the corner

knotty marsh
#

huh?

#

what do you mean

barren oasis
knotty marsh
barren oasis
#

should be like this

knotty marsh
#

put edge loops in it then select them a pull them up

barren oasis
#

how did u get the cuts?

knotty marsh
#

edge loops

#

and shift + drag

#

to get the model the L shape

barren oasis
knotty marsh
#

you are holding shift?

barren oasis
#

onl;y works for face selection

knotty marsh
#

I did not know that

#

then just add edge loops to it then drag them up

barren oasis
knotty marsh
#

select the entire edgeloop(s)

barren oasis
#

can u show it to me?

#

i think it wont work

forest vortex
#

Take a look at the pinned documentation as well, it explaing how it works.

barren oasis
#

it doesnt

forest vortex
barren oasis
#

no need

#

the issue is this line

#

how this line goes

forest vortex
#

What exactly are you trying to do?

forest vortex
#

Did you select the entire loop like in the video?

forest vortex
# barren oasis

Also yours looks close enough you just need to rotate triangulation

#

on the corner parts

barren oasis
#

i did

#

rotate triangulation?

forest vortex
#

triangulation on those two pieces in the wrong direction

#

only you also shifted UV sideways at some point, you need to reset it or remake cleanly

barren oasis
#

triangulation?

#

UV?

#

reset what?

forest vortex
#

I guess you have things you need to look up

barren oasis
#

i cant read the entire doc

forest vortex
#

it has a search bar

#

also you should read some of it. It has tutorials.

#

It is mostly tutorials

barren oasis
#

u used the word

#

UV

#

that is t exture related

#

not mesh related

#

and triangulation can be anything with 3 corners

#

too unspecific

#

need to eloberate what u mean

forest vortex
forest vortex
#

ProBuilder might not have specific triangulation rotation command, Blender has one. You might need to recreate faces with correct triangle orientation. Or like I said already, recreate cleanly by following the tutorial more closely.

barren oasis
#

it has to be like in the tutorial

#

which i cannot replicate

#

something is missing

#

offset

#

i dont have it in my unity

forest vortex
#

it's setting for the tool not inspector value

#

UI have been changing but it should be there. Find a more recent tutorial if this one confuses you

barren oasis
#

also i cant drag this like in the tutorial

forest vortex
#

you are in the object mode

barren oasis
#

yes

forest vortex
#

4 mode icons on top

barren oasis
#

yes

forest vortex
#

see what mode they use

barren oasis
#

same as me

#

face

forest vortex
#

they are in triangle mode not face mode

#

line mode rather

barren oasis
#

face

forest vortex
#

Look closely at the tutorial mode

#

third icon

#

line selection mode

barren oasis
forest vortex
#

Then they split geometry and drag the loop edge in edge mode. Where they get that inspector input

#

Again if difference in UI confuses you, you should find a more recent tutorial.

barren oasis
#

they extrude

#

in face mode

forest vortex
#

You were asking why you didn't get that inspector input

forest vortex
#

and maybe with wrong tool as well

barren oasis
#

mode dont matter

#

i dont have it in inspector

#

both problems arent solved yet

#

no offset, and differnt pulling mechanism

#

need to find someone who knows

#

i dont think u have answers to my questions and ur just refering me to the docs

#

lol, i got the L shape

#

u had to hold shift

#

otherwise it wouldnt make the cut when dragging

barren oasis
#

how do I fix this?

young vapor
#

you need 2 more cuts

#

or lift the side edges

#

you can also just do it directly from the edges of the arch and extrude the face from the edge

barren oasis
young vapor
barren oasis
#

HOW?

young vapor
#

loop cut from edge to edge. Or you could've just moved those edges higher to match height of the vert of front piece

#

but its much easier to just delete those faces and instead extrude the face from the angled edges like I mentioned earlier

barren oasis
#

this?

young vapor
#

i can barely see

#

if it extruded then sure

#

just finish the rest

barren oasis
#

extrude how?

#

it would push it in

young vapor
barren oasis
#

no

#

u push the thing away

young vapor
#

wa?

barren oasis
#

this is wrong

#

show it then

young vapor
#

export the piece and send it

barren oasis
#

how?

#

save project?

young vapor
#

select it and export object, or get fbx exporter in unity package manager

barren oasis
#

i selected it

young vapor
barren oasis
#

none there

#

probuild has one

#

but where is it in unity:>?

young vapor
#

just gotta fix the other vert so its on grid , but you get the point

barren oasis
#

u have less blue lines

young vapor
barren oasis
#

i had to weld

#

merge vertex

#

there were 2 lines opon anaother

#

wihcih made it difficult

young vapor
#

mhm thats why they have welding and collapsing options

barren oasis
#

this doesnt work for me, inside and outside selected area has a size difference for me

young vapor
#

did you select both when you did that

#

and they held shift when doing it

barren oasis
#

I did

#

the walls hjave differenbce size

#

outside wall is longer

#

bc it includes the side wall width

young vapor
#

thats why

#

you mean the interior wall

barren oasis
#

yes

#

interior wall is smaller

#

due to side walls taking up space

young vapor
#

the interior has edge that is higher up

#

so causing the differences in sizes for resizing

barren oasis
#

the interior wall

#

is shorter

#

but the guy in the video has the same buiulding

#

so it is weird

young vapor
#

but they did it in a different spot where the walls have the same height

barren oasis
#

not same width

young vapor
#

the width is irrelevant its the height of the edges that matter

barren oasis
#

u see the width difference?

#

5 piles vs 4 piles

young vapor
#

wdym piles ?

barren oasis
#

the squares

#

1x1

young vapor
#

should work the same though

barren oasis
#

i am gonna show it to u

#

whty cant I drop cubes on the floor?

#

in free space

young vapor
barren oasis
#

doesnt work

#

i told u