#š ļøāprobuilder
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Luckily it's just a free time thing and not for work, otherwise I would be f'd š
No deadline for anything, so I can take my time to get the hang of it
i didnt hear anything about AI assistant for probuilder
It will allow you to mess up your geometry even faster!
ok, as a total uv noob, I need help lol.
I need to construct a cylinder, remove top n bottom, and then play a video on the remainder.
the first 2 were ez enough on probuilder
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
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
I don't know blender either, tried it for a whiles but really couldn't figure it out
Probuilder is close to useless for working with UVs, its best to invest in learning blender & co. if you need precisely authored meshes. The UV tools in probuilder can only help you with making UVs suitable for greyboxing.
<
don't need precise
just the UVs should be the same as the regular cylinder
the default unity cylinder works perfectly for this - just need the top and bottom off
probuilder has no option to do cylindrical projection of UVs, and by all what youāve said, you do in fact need precision and control.
just because itās simple doesnāt mean it can be janky
have you tried combining the individual faces into one big face?
use merge faces when they are selected, it should help out "smoothing" the sections as one.
yeppp
but merging all into one just produces a black surface
it stops playing the video lawl
you're only combining the outside faces yea?
no, i need to play the video on the inside of the cylinder only. I didn't mention that
Ohh the inside of cylinder
hmm interesting, gonna take a look when i get at my workstation. See if I can get it going.
thank u!
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
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
why when i extrude a edge it deselects some edges and only extrudes a couple
i probuilderized a object in unity but I cannot flip it anyone know why?
show which one you probuildirized
its probably because you tried to buildirize an empty gameobject
yeah but them being multiple meshes might make it issue, but try
Might need to export house as one whole mesh first before being able to mirror/flip it
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?
you can try to set Center pivot or select a vert and set as pivot, see if helps
setting to centre does in fact fix the issue, thank you so much
this is what i get for cheating and greyboxing all my geometry in minecraft (lol)
it certainly helps with keeping a consistent scale
figured this out. just need to make the cylinder on default unity, to ensure it has the UVs I need. then I can probuilderize it, and remove the top & bottom easily with PB
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.
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!
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?
Where is ProBuilder Toolbar in Unity 6? I looked in the manual and it's not where it says it is: https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/toolbar.html
do you have the package installed?
Yes
I know, even the previous versions (of 6) had this issue
weird cause it was working on 2023 , I just opened 6 today for first time tbh
2023 and earlier versions worked fine
I was trying to figure out how to select vertices/edges/faces
At least I'm not going crazy
yeah I thought they had redesigned in but no its completely gone lol
I'm gonna open a bug report
I still dont understand how to select a vertex
you have to Click the Grid first
it unlocks these tools
I just mainly don't like how hidden this was all and undocument on new docs
also its awful having to click a Probuilder mesh to get that button in the first place
no the top one
the Yellow grid with the pencil
it unlocks the bar next to the snap grid tools
Got it, thanks
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
maybe thats a bug, send a bug report through Help > Report a bug (at the top of your editor)
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?
if you merge the faces that could help with the seams
i tried that, didn't seem to work, but will give it another shot
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
yup basically it has to become one face
what if there's another texture on the other face like in the bottom seams in the ss?
poly brush gizmo doesn't appear anymore. Any idead why this happens?
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
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
yeah trying to do this with probuilder is the main mistake here probably
Where is the probuilder window on the new unity version
I cant find it in Tools > Probuilder > Probuilder window
@serene quail Probuilder window is no longer a thing
everything is integrated inside the Editor, like scene view buttons
working on something to show how to do the same things in 6
basically you need this unlocks the typical tools like , Edge selection, Vert etc.
this icon only appears on a Probuilder object
the other stuff in the menu specific to a tool, can be found by right click / context menu
ah i see
how to use boolean in PB 6, I follow the docs but I don't have experimental submenu
ahh I have to enable experimental features in preferences
hello everyone, I need someone who knows how to work with probuilder
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you should be able to just right click it to do so
How can I install probuilder 6.0?
or upgrade
Because I see the changelog and they are on 6.0 but i'm on 5.2.2
its only avaliable in unity 6
Oh...perfect hahaha
I have a problem where my mesh randomly disappears and breaks but when I move a vertex or line it resets back to normal for no reason
I thought it could have been fixed in probuilder 6.0 but guess i'll wait XD
Sounds like Occlusion Culling maybe?
The mesh is complez so maybe is that
How can i see the occlusion culling thing?
Like, COMPLETELY broken XD
But when I move a vertex or something, restores itself for a little, then breaks again
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
Ah itās also broken in scene view, then itās probably not occlusion culling⦠Iām not into pro builder so I cant help you with this š¦
thx anyways :3
if this is a bug you can replicate, submit a bug report
but also are you sure you didn't just make some wild broken geometry work ?
I mean, it wasnt that broken
But I think because of some faces I deleted maybe it broke
probably
did you try the probuilder repair mesh tool?
a- that's a thing?
Nope. that didn't help
yeah in Tools > ProBuilder > Repair
._. installed probuilder, cannot find the tab. Anyone have any ideas where I'm supposed to be looking?
Already checked in tools, window, gameobjects
Appearantly needed a restart
Hey! The above reminds me (sorry, late!) be sure to check out the new PB6 in U6! Much, much better workflow and no more missing tabs/etc š
https://youtu.be/cv4e8fH2kQs
From the designer himself (myself?), a complete comparison of ProBuilder 5 vs ProBuilder 6. Let me know if you would like details on anything!
perfect!
Now we just need the docs for 6 to reflect these changes š
One thing I do miss is how easy it was to access Vertex Color Window and UV windows, they are kinda hidden now in the topbar menu
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?
(Thinking about the best way to make a staircase up from the bottom to the top
create a spearate staircase object, vertex snap it to where you want, then modify the values of the staircase until you get what you want
Not sure how to vertex snap lol perhaps I'll find a video on it
Hold V then drag vertices to other object vertices you want to snap to.
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
@young vapor do you know how to fix this im going crazy
not sure its hard to tell whats going on on this picture, where is the new supposed Edge loop?
When I add an edgeloop normally it would let me control it and choose where to put it, but this time it won't let me
I see
its moving the whole mesh
could be a bug
have you tried, a new shape, resetting unity , new scene ?
bruh how do I fix this it was working ok before
i did reset unity but didn't work
WAIT
I FIXED IT
I think it happend cause I had realtime csg opened aswell lol
lol
well good to know thats easy fix
Hey anyone here?
Im new to like modeling and stuff but have a slight amount of knowledge ig
And probuilder makes me wanna jump from a building
Like for example if i create an edge loop
Like it creates it wherever it wants to and i cant position it correctly
Also how do you like converge edges instead of moving them in the same direction
For example if i have a pipe, and i want to make its bottom closed, how do i do it
prefab? dont put probuilder stuff in prefabs, i've heard it breaks everything
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.
No results from Window > Search > New window either
the probuilder window is no more
#š ļøāprobuilder message
check the video out from one of the person who works on probuilder. Shows where everything is
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.
I couldnt fix error
same type and it does not matter if you restart
its happening for me too on unity 2022.3, it only started happening when i switched unity versions on my project, its pretty weird
Yeah. It's annoying but it still works, at least š
When I merge objects some of the faces get deleted. How can I have this not happen?
dude this is so annoying please someone help https://forum.unity.com/threads/probuilder-models-disappearing.1600035/
I have a problem with ProBuilder.
I bought a game from someone, and they sent over the rar file containing the Unity project. When loading it in...
did you try installing probuilder into this project before opening it? could fix it, maybe
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
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
always had mixed feelings how probuilderize worked
how does original mesh look like ? are you sure unity's culling maybe isn't messing with it?
There is a vertex there but I cannot select it or control it
try maybe giving it sides/backface in blender maybe ? just to test it out then delete the face
Same thing happens when it has faces, I have tried multiple different types of faces and none change if the vertex is there
that is odd. Maybe report it as a bug :\
plucked a booger and threw it on the couch within the first 30 seconds šØāš³
dude's so chill, probably paid VC money despite keeping PB a piece of š© for years. keep it up bro!
CSG coming soon
!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.
elefantopia has been warned.
probuilder's been pretty good for me, i dont know whats so š© about it. there are some bugs tho i can understand that
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
It canāt 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 isnāt.
Hello just a quick question how can i remove this vertex, so that i merge two edges into one long one
you can just select both edges and merge them
is there a merge edge button?
are you able to select the faces ? maybe if you merge those it will do it
i found out you can like weld them and i made it work
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?
if you are able to recreate this bug send in a bug report
!bugs
šŖ² 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.
š 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 āReport a problem on this pageā!
š”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
do I also need to send my project? its 70gb
I would try recreating this issue in a blank project first with the same version
guys I have a stupid question
so I need cave systems for my game and the digger asset is inadequate
I hate blender and complicated programs and I need relatively simple things to model such as cave walls and rocks
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
I saw a couple of youtube vids saying probuilder + polybrush but I could only see people modelling with probuilder
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
probuilder is used to make the models, UV's and apply different materials, polybrush is used to sculpt, vertex paint textures and prefab scatter
and they can work in conjuction since they originally come from the same developer
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
Thanks. I talked to some people and they universally agree that I should stick to blender
is this really true?
maybe for more complex meshes
let's say I want to make good looking rocks, can I do that with probuilder + polybrush or should I stick to blender?
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.
Define good looking
I would personally say good looking for simplistic meshes like rocks and cave walls is mostly down to textures and not meshes
meshes can often be subpar, it won't matter if the textures (with bumpmaps and such) sell it
I guess I can always try both
why not
is probuilder + polybrush easy to use? I'd assume so
yeah
ok I will try it alongside blender
if I undetstand correctly, I can paint in different textures with polybrush, the same way I would paint a terrain, correct?
ye
what of the normal maps, metallic, smoothenss etc?
oh that's great actually
amazing
I thought you painted only textures
if you paint materials, that is massive
one last question, can you only paint objects made in probuilder, or can you paint any meshes?
im actually not sure about that
https://i.imgur.com/VoJYJMw.png
How exactly am I supposed to clean up this edge
you could try merging the faces
u a smarty
One more question. Is there a way to populate a vertex onto an edge directly or must I use loop cuts?
like I need a vert right there to collapse upon
yeah cutting/ edge loops is the only way I've done it, not sure if there are other ways
ah dang ty
tool likes to error a lot and when it does it stops responding until I restart unity
that fill hole button is a trap
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)
Seeming to having to deconstruct my stuff back and making sure I have all the loops I need before expanding anything out
probuilder 4.5 at work
let's see if 5.2.2 can handle concave shapes
5.2.2 removes all the cross triangles but epic fails on selection growth:
alt+G twice
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
and crazy slow to delete faces, even 1 out of 6k probuilderized poly
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
turns out there's some real big bugs with a lot of the 2023 probuilder versions and Unity 6
throws a whole bunch of null errors when dividing out faces
no, that didnt work. i payed 100 dollars for this game so im really desperate for a solution
Scratch that. Tool just buggy as fug in any version I'm using.
Mostly because the cutting tool likes to freak out and throw a bunch of null errors
It's unfortunate cause this thing does seem pretty promising, but there's quake map editors out there better optimized than this thing.
can't even remove edges? What is this? The 90s?
https://i.imgur.com/3KcYNlF.png
Do people not run into these errors? Easily reproducible by simple cuts and when it happens your mesh becomes inoperable.
i cant really find the right place to upload this so im gonna upload it over here
how do i optimize my 3d models?
im making a horror game i wanted to import a house i found i sketchfab but my game is really lagging
i know about texture atlas' but i dont really know how do i do it for a model i found online
i have tried used texturepacker3d but its not really working, its giving my a model with no textures
why doesn't fill hole work here?
you canāt have edges that share more than 2 triangles
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
for example, collapsing veritices
the probuilder docs, even for 6.0.1 still seem to show all the old way of doing things
iirc the toolbar is now one of those panels you can have floating in your scene view.
I have the couple of items added into the existing one, but it has just create shape, and knife tool
Been looking everywhere
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
That seems quite possible. In this video it seems this is the way https://youtu.be/cv4e8fH2kQs?si=E799HV_Kf1WzFbtN
From the designer himself (myself?), a complete comparison of ProBuilder 5 vs ProBuilder 6. Let me know if you would like details on anything!
i'll be sad then
how can i see that how many triangles the edges share?
^ in those cases the hole tool (among others) gets confused
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
This is the backside of the wall
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.
I was thinking just disable backface culling and save yourself from creating another face, but I guess you can't shortcut like that
A bridge between 2 edges
Hey, you can just right-click and the actions are right at your mouse pointer. No need to look for the toolbar/etc. Hope that helps!
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
your pb5 vs 6 video was helpful
Sorry I'm late - select the edge, right-click, "subdivide edge" š
Oh, hmm, can you explain? Since the toolbar is now always at your right-click, it should be faster. In theory š
I just mean its two clicks instead of one now, though like all things, in a few weeks I won't care anymore
I just want to double check - you didn't pay for ProBuilder, did you? It's a free package from Unity for years now. If someone is selling it to you, that's a problem, yikes!
Ohh ok got it yes. 2 steps forward one back, agreed. The main reason we went this way, there is so much landing into the editor now, it just takes over everything, no space left, or you need to move the mouse 100miles to your other monitor š So, the hope is to make things more "there when you need it". Thanks for the thoughts!!
also, do you know the name of this feature? I want to hot key it but I can't find the name
yea that makes sense. it is much cleaner now
Oh! Yes sorry it's a naming issue - let me check ...
overall, been loving PB6 though, havn't had any real issues yet
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
Hey I've reported a bug about the New object Doesn't get created with pivot at corner it still does Center even if I have corner selected, not sure if it got processed yet..
Shortcuts: ok, I had to search myself ... sry, we'll get the naming fixed up!
Can you send me the link? @shadow kindle should know! š
ahhhhh ok that's awesome thank you!
Ahh I cant find the email so it probably never went through the ticket system? I can try filing it again.
made a GIF of the issue as of 6.0.3f1 Unity PB 6.0.1
I guess now its changed from "Corner" to "First Vertex"
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
Yeah cool I see it there! Thanks!
I'll check that tomorrow indeed! I don't recall this bug report in particular but my memory can miss some things sometimes š
nah i payed $100 for the game that was supposed to have probuilder in it, not probuilder itself
anyone know how to call this via code ?
I mean the generate lightmap UV's specifically
you should not do that via code
Why is that?
because lightmap baking should not be done during runtime
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.
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)
you got some wild looking geometry there
It's a little messy and could be cleaned up quite a bit but was for some 4 day jam. Kinda stuck triplanar on a lot of it cause I didn't have time to merge all the faces
the crappy uvs did fit the theme of it though haha
are those torches? i Do like the look š
Yeah I made a doom clone
Generating Lightmap UV's is not lightmap baking ...
but why would you need to generate lightmap UV's at runtime other then lightmaps?
well I have a script that automaticaly adjusts uv tiling based on my material textures texel resolution. But it alwas breaks the lightmap uv's, so I would like to run the lightmap uv generation as a last step in my script to get around this
obviously yes its for lightmap baking but that happens only manually (when I do the bake, i don't use auto baking)
are there any really good probuilder courses/yt series that someone can recommend?
everything I find seems pretty outdated
is probuilder good in the long-run for complex levels? Seems better than just doing it in blender at least
that really depends on a lot of things, it is very good for fast iteration and prototyping a level right into unity, that alone makes it worth it. It can't handle too many complex features that blender has, you should do as much as you can inside unity, then cleanup anything that needs cleaning in blender
i think the main thing that puts me off blender for level creation are the camera controls, if there were the same free-cam controls as unity has it'd be perfect but it's a little awkward for navigation i feel like
if that's the only thing you can probably switch those shortcuts around no? iirc they also have a tradional FPV flymode.. I'm not totally familiar with blender though so don't take my word on that lol
really wish i took the two seconds to look this up because this is actually fantastic lol https://docs.blender.org/manual/en/latest/editors/3dview/navigate/walk_fly.html
pro builder always felt like blender with a little strange controls/UV editing so this is gonna be really good lol
yeah they are pretty similar in the editing process, blender just has way more tools that work better lol
i've always wondered, if you make a level in blender it cant batch your textures/meshes together for optimization like with probuilder? or can it
yeah good question, probably someone on the Blender discord knows lol
isnt it completely up to unity? unless you split up your blender model so that every face with a separate material is a separate model or something
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
vertex painting is there but its moved
the new locations workflow is a bit counter-intuitive I give you that
anyway you will find it in the upper menu of unity
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.
Ohh I didn't even know it has a vertex brush painter before tbh lol
I could suggest something on that but no idea sorry, I never used that feature
After a bit a research, seems like painting was never a thing since 2020ish.
https://forum.unity.com/threads/probuilder-has-no-vertex-color-painting-options-where-are-they.670033/
are you confusing it with Polybrush? cause thats what has that feature you speak of
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
PB6, current version
is there a way to link these faces together and make a tunnel merging them?
like bridge them together i mean
nvm got it
Hi everyone š 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?
Your probuilder default material seems to be missing, vertex paint only works on that material
if you're using URP make sure you've downloaded the appropriate shader/material and apply that in (Preferences -> ProBuilder)
https://docs.unity3d.com/Packages/com.unity.probuilder@5.0/manual/installing.html#support-for-scriptable-render-pipelines
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
Working perfectly! Thank you so much, I wonder the reason why the material is not included into the package though š
lots of packages are this way, usually have different materials separated since they have now 2 project types (birp, SRP)
SRP were added later in unity, so they give you the birp version. Wish it automatically detected that in package manager but yeah lol
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!
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.
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?
Are you switched into edge selection mode? You should see these two guys in your probuilder panel if so.
Ohhhh. I see. Thank you for the clarification.
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
Probuilder allows you to separate mesh? Like in Blender when I select or Link vertices
Is there a way to bevel an edge so that it's more curved instead of just adding a single face? Like in Blender
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!
this isn't trivial to do thats probably why there is no real guide on it
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
is there a polybrush discord server? I can't find it
I ask here cause they are semi-related
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
depends
you can have them in different scenes, if you want
is there a way to collapse to nearest vertex? like blenders "By Distance"
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.
fixed.
Does anyone know why, when my edge loop cuts approach another edge, they begin to warp the shape?
Kinda driving me nuts
@ebon widget polybrush causes a leak detected message in the log every time i press play after sculpting something with polybrush
You've been here long enough to know not to tag people. If you have a bug, you can report it here !bug
šŖ² 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.
š 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 āReport a problem on this pageā!
š”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
its ok, its fine to tag him. you can ask him
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
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?
Hey everyone! I have an issue with exporting an object I created using ProBuilder. Can you assist? š 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!
merge the objects (select all of them, click "merge objects"), then export
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
Thank you! I will try this.
I get these weird glowing spots around edges of probuilder meshes? Its also like 10x brighter and more visible in VR
Hey everyone, I have lot of 3D assets, i just wanna build a prototype fast, how do I do it without individually putting pieces?
For organic stuff like trees and flowers, some people use assets that allow to "paint" prefabs. -> PolyBrush
And there are also systems to help build levels from modular assets, kinda tilesets and 3d tiles.
But i'm not into that so i can recommend any.
maybe snaps, which brackeys made a video on at some point (idk if that accomplishes what you're talking about) its unrelated to probuilder though
you have unity working on the 3ds?
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?
merge the faces
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
Oh yeah I fixed it btw
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?
I did so combining faces but that has its drawbacks
the UV editor is basic
how do you get the texture to rotate if you combine the faces?
You're talking about something like this ?
1st image vs 2nd image
or you mean something else
i mean the side of the arch, not the inside
so it's not possible š
did combining faces not work ?
it works for the underside (which you showed) and the top, but not for the side (i want the texture to curve alongside the side of the arch)
what did you mean by sides?
like the entrance part?
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
I prefer to blender
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
insert edge loops
quick lil demo
Gotcha, appreciate it! New to all this, so I'm fumbling a bit XD
How about merging edges? Looking to get rid of unnecessary geometry
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
what does "stuck on the floor plan" mean exactly
I got my answer from another channel here thank you
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.
is this related to probuilder? because stuff you make with probuilder are already game objects. are you talking about a blender model?
Sorry, blender model
in that case the correct channel to ask this is #šāart-asset-workflow i will answer your question there
how do i use probuilder
Lookup a tutorial?
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
Any polybrush enthusiasts here?
does anyone have a working version of an HDRP shader for polybrush
with normal and mask maps, tiling, triplanar etc.
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;
}
}
}
}
when i probuilderize my object keeps going from black to the normal texture??
Hey all, is there a way to cut out this circle from the cube?
the boolean tool https://www.youtube.com/watch?v=SpQsbqxAK4I
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.
āŗ Download Playmaker at https://bit.ly/3dV8JzC
āŗ Download U...
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?
one thing you can do is select an edge and hold shift and drag in any direction to extend a new face from it, easy and fast
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
Hello, is Boolean Tool in ProBuilder Plugin available to use through C# script?
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?
wdym the center not be its center ?
The center of the object would be in the top center of the doorway but its not, its to the right and down and forward a bit and it makes it impossible to put it in the right spot
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
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
there should be no issues unless you removed the collider, also is that physicis querie actually intersecting,I cant tell
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.
what about if you stand still and try jump?
if it says you're grounded then nothing is wrong with the stairs
That works. The only thing that doesn't work is going down the stairs.
Oh wait
I think I know
could be something in the code
I would double check the code, post in one of the code channels probably #š»ācode-beginner for example link to the code so we can double check, def not probuilder issue since the collider is probably detected
You're right, it's a code issue.
The probem just occured to me.
Thnx for you help š
no problem š
It has its flaws , I wouldn't say absolute garbage.. Whats the issue anyway?
Where to even start. It's so unbelievably bad it absolutely boggles the mind.
there are tutorials on youtube, i'd start there
They're gone
I just used this and I'm getting the lines I need but they are not selecting as separate faces in the scene, but I can select them in the uv editor and this is what happens when trying to extrude
idk whats going on here, what did you extrude to get things to look this messed up? š±
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.
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)
Is it possible to add/create a face and add it to mesh and apply extrude on it?
anyone know why this happening?
face subtraction, anyone knows a function or utility that operate such thing about it?
you mean boolean tool? https://www.youtube.com/watch?v=SpQsbqxAK4I
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.
āŗ Download Playmaker at https://bit.ly/3dV8JzC
āŗ Download U...
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.
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
why does it do this
any context? what did you do?
Subdivide faces
If I reverse/flip normals the walls are normal looking but the floor goes away. I'm pretty sure I still only have the faces of the tops of the walls selected.
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
I cant find the "ProBuilder Window"
yeah its not longer a thing in Unity 6
welcome to hell
all menus are now in the context menus
Did it got replaced with a build-in feature?
I mean I dont know most of the buttons in the scene window
all the options are now context menus and are part of the editor, sorta
From the designer himself (myself?), a complete comparison of ProBuilder 5 vs ProBuilder 6. Let me know if you would like details on anything!
not a big fan of this tbh
but it is what it is ig
I switched to Unity 6 cause of the removed Unity spash screen.
the discussion is ongoing for PB6 changes
everyone hates it lol
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?
I haven't used it but Polybrush maybe? I think you can use it to paint down a bunch of prefabs quickly, not sure if that's what you want exactly.
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.
Im assuming theres no way to fix a broken sample material (HDRP) for probuilder
Cant even see what that says
Is there a way to have the grid snapping when using scale tool on the face?
Itās a mistake in the last version. Hit the plus icon and add the hdrp manually, you may need to remove the unknown entry first
Sry i mean on active targets in the graph
Apparently you're targeting Universal which isn't installed so its "Unknown"
okay thanks both of you
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
It seems to work when the vertices of the neighbouring rooms are lined up PERFECTLY. tangential: it seems unity's grid snapping will snap to a multiply of the grid size RELATIVE to something (obj pivot?) while only progrids snap to the world space multiply of the grid!
Make sure the face is fully deleted, on both sides
To align them perfectly, use vertex snapping, hold V and drag the the vertex
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"
Hard to tell without any images
I'll post a recording in an hour or two
@barren oasis
(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)
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)
Its probably just a CC issue, can you send me the map mesh and I can test it with my controller @green jacinth
it's just a standard CharacterController with controller.Move((_velocity + Vector3.up * verticalVelocity) * Time.deltaTime);
Im not using CC
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.
Mine works just fine, doesnt get stuck, so its a CC issue
Your mesh was quite messy though. I recommend using separate blocks for the walls and all that for this case. It seems like your project isnt completely interior, so it would be far better to use normal-faced blocks
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 š¤¦āāļø ).
How would I make a tube with a texture that dose t overlap on the edges Iām also extruding a side to extend the tube and Iām moving the faces on the sides around
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 
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
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.
uncheck convex, convex can't have holes
Ah shoot you can't make links without convex. Guess I'll have to use invisible toruses.
Nvm I didn't understand how hing joints work
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
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...
i think it works by vertex painting. so you cant paint on faces, you paint on vertices. and you need more vertices if you want more detailed painting. you gotta subdivide but not too much, otherwise it starts being bad for performance.
so why can I scatter so much textures on terrains without any performane issues?
Is there any way for me to have an object act like a terrain? (or at least the top face of it)
i dont know how terrains work, it either just adds vertices or has a special shader that does it somehow, maybe? it would be interesting to see how they do it, you can ask about that in #ā°ļøāterrain-3d
How would one change the grid snapping? When holding ctrl its doing in increments of .25 how can I change that
That doesn't relate to probuilder
yes it does.
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
this changes to holding down control, if you want to change the other snapping change the regular grid.
im.. holding down control bruh
working fine here š¤·āāļø
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?
polybrush (made by the same person as probuilder).
one of the videos made by the creator of probuilder has him creating a cave with polybrush iirc
its in the package manager by default just like probuilder
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...
Your a good man JohnSmith
the poly brush does not work for me, When I try to use it, It just doesn't work
you need to subdivide your mesh. the quality of the sculpting depends on how many faces your plane has
I did still does not work
show screenshot?
maybe you have to restart unity after download polybrush
I will try that hold on
When I press the button to smooth the mesh it doesn't work properly
I subdivided it already as you can see
it looks like it worked there at the end?
yes when I randomly press in different positions it works abit
how do I fix this?
bro this is so annoying I can't seem to figure out why it doesn't work!
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
Thanks for that I messed around with the direction and its working still gonna fiddle around with it
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
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
if its very long then subdiving is uneven so you need to add edges manually
THANK YOU @haughty sonnet @young vapor !! Thanks for the help got a hang of this amazing tool. Here's a video of a quick little test cave that I made! THANKS AGAIN!!!
nice! by the way the more faces your meshes have the better quality your sculpting will be, but dont have too many faces like tens of thousands since that might start affecting performance
so the more I subdivide the better quality of my sculpting will be?
yes but if your mesh is very long and not that tall then subdiving will split the faces into thin strips which is not ideal, so one thing you can do is make roughly square shaped pieces for your walls and subdivide those, instead of long rectangles
@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
cool, by the way you dont want your entire level to be one gameobject because then you cant do occlusion culling (so everything is being rendered all the time even if you cant see it). its fine for a small area like this though but if it gets bigger then you want to split it into multiple gameobjects
Thanks for the heads up!
is there a way I can fix this werid uv mapping with probuilder?
it seems to only do soild colours
does probuilder support unity 6 ?
the otherway around. And yes Unity 6 does support Probuilder v6
i isntalled a probuilder in unity 6 seems like there is not window for probuilder there
correct. Its an ugly change
anywho
https://www.youtube.com/watch?v=cv4e8fH2kQs
From the designer himself (myself?), a complete comparison of ProBuilder 5 vs ProBuilder 6. Let me know if you would like details on anything!
Yea the window was so useful, idk why they removed it, ig they mimicing blender ahh UI
the idea was to make everything part of the context menu, takes a bit to get used to it esp if you've been using the old way long.
š Is there a way to merge these together
nevermind im stupid i just found the merge faces button
@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.
can you show a video of it not working and show the polybrush brush settings?
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
how did you fix it last time? also can you show the entire polybrush window
Last time I just made a very small version of the cave and I did the same thing and subdivided it 2x and it just worked some how
but now its not working
did you try changing the settings around, for example unchecking "ignore open edges"?
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
also maybe try changing it from World to Camera?
Bro its literally still not working I don't know what I am doing wrong this is driving me nuts. I watched this guys video and look how easily he is doing it
- flip a probuilder cube's normals
- extrude it in sections so that we can subdivide it evenly later
- 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...
well i just tested it and i think your outer and inner radius are too small. same thing happens to me when i make them that small
What shall I put it as then?
So it was because of that then?
you can put them at max if thats not too big for your cave
I just tested it and it doesn't work
What are your settings?
Take a video of you using it if you don't mind
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
My caves are small and I don't want the radius to be too big so the values are outer radius = 2 and inner radius = 0.5 & strength is 1 and the rest is the same as yours and it still doesn't work properly
did you make direction vertex normal?
Yes
try setting inner radius to 1 and changing only the outer radius?
still doesn't work might give up tbh š¦
wait maybe ur clicking wrong? you gotta hold down your left mouse button and then move it a lot in the area you want to sculpt
Thats what I am doing still doesn't work
hold on
I think this might be the problem
make outer radius 5 and inner radius 1 and then try
look how many vertices there are when I try on that area it works but on the others it doesnt
BRO š
is it because of that?
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
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
oh wait i found a button
select 2 edges and click this. it puts an edge between them like you can see on the icon
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
bro thats going to take ages
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??
select all the edges and then click it. it adds the edge between all of them
IK thats gonna take a long time
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
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
what do you mean?
look how long this one is it goes on the floor to the wall and ceiling
click these edges (marked with a green circle) and then press that button. then you have to select the new edges again and then click that again. and repeat until you have enough
pro builder is soo dumb when you subdivide an object why on earth does it only add more verticies only on the walls
dont forget to send feedback on the unity forums or submit a bug report. the only reason this hasn't been improved is because nobody has done so yet (yeah im lazy)
thanks for that
just fixed the issue by adding loop cuts for more vertices lol
nice
If I add alot of loop cuts will it affect my games performance?
if you split up the cave into multiple gameobjects and enable occlusion culling then its gonna be very performant and you can have a very detailed cave, since it only loads a small section at once. so you're gonna be fine unless you have like a million vertices on one section
doesnt look like a probuilder mesh
why can't i connect those two vertices?
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
@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?
yes
Thanks!
i downloaded probuilder but i dont have an option to get the probuilder window
everything is contextual right now, use right click on the object
when i go to tools > probuilder > i dont have an option to take out the probuilder window
I just told you, everything is contextual right now, there is no probuilder window anymore
From the designer himself (myself?), a complete comparison of ProBuilder 5 vs ProBuilder 6. Let me know if you would like details on anything!
ah thx
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
is probuilder crashing like hell for anyone on unity 6 lts?
like inverting normals, or adding an edge loop from shortcut crashes a lot
Yeah i have the same problem @prime light
Probuilder is very unstable and has a very poor interface
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.
If you have too complex meshes probuilder may crash
well i tried to read it but i didnt find probuilder window
Read harder then, because it mentions it in the second dot point
https://discussions.unity.com/t/probuilder-5-vs-probuilder-6/946659
If you want a different rundown.
thanx

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
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?
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
I had a similare problem i'd fixed while baking lights
Idk if your problem is related š¤·
how do i put probuilder as a window
here's an example
shit out of luck.. the new probuilder now is all context menus š¤¦āāļø
https://gyazo.com/34d38de704b0395e76ec4fc4a0c976f6
i have tried everything, i cant get this lever to work, how do i make it rotate seemlessly
i tried parenting it to another probuilder objects aswell as an empty gameobject, still cant get it to work
you have to have the pivot at correct spot
but how tho, i legit tried everything, i created an empty gameObject, parented the cylinder and set transform.pos to 0,0,0. its still offset
also, if i parent a probuilder object to another one, the parent position changes to the middle point between the 2
when you parent it to something else you have to move the child so the center of knob lines up with the center of parent
also its likely you have Center mode on which would be wrong way to do this, you need to have it in Pivot mode
how do you do that precisely tho, holding ctrl (increment mode) doesnt always work on all surfaces
do you have a vert at the middle point of the lever circular part?
yes
ooo it works now ty, didnt see that option
okay good. You can Set Pivot to it, but I guess you already figured out that part š
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
check the stack strace
Sorry, I'm not great at probuilder, what does that mean?
not so much of a probuilder thing.
https://unity.huh.how/stack-traces
Got it
find out which script, eg is your script or editor script and so on
not sure. maybe try restart editor , could be bug?
I have already, sadly it didn't work
i can't flip normals?? i have cube selected
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
anyway to combine these object ?
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
yeah probuilder has a boolean feature
I faced a similar issue yesterday, you need to create the cube through probuilder in order to edit it
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
guys i have an question? how can i select all outlines like there?
||if youre answering me pls ping me||
nvm i got it now
hi
thats pretty much it
select them and?
drag them wherever you want the slope to be
okay then add loop cuts and drag it up
why would you duplicate it, just do shift + drag to add more to it
what mode r u in?
you can do this in face/edge/vertex mode(s)
this isnt in L shaped, the roof
should be like this
how did u get the cuts?
you are holding shift?
onl;y works for face selection
select the entire edgeloop(s)
Take a look at the pinned documentation as well, it explaing how it works.
it doesnt
Did you actually tried opening it? https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/Selection_Loop_Edge.html
What exactly are you trying to do?
Did you select the entire loop like in the video?
Also yours looks close enough you just need to rotate triangulation
on the corner parts
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
I guess you have things you need to look up
whree?:
i cant read the entire doc
it has a search bar
also you should read some of it. It has tutorials.
It is mostly tutorials
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
And about triangulation. Does this picture look right to you? The faces of the triangles on corners.
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.
it has to be like in the tutorial
which i cannot replicate
something is missing
offset
i dont have it in my unity
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
you are in the object mode
yes
4 mode icons on top
yes
see what mode they use
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.
You were asking why you didn't get that inspector input
this is why, you were in the wrong mode
and maybe with wrong tool as well
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
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
doesnt work like this
sure does
HOW?
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
grab an egde and hold shift and extrude out
wa?
export the piece and send it
i selected it
click the export button
just gotta fix the other vert so its on grid , but you get the point
u have less blue lines
how so? its literally the same exact object
i had to weld
merge vertex
there were 2 lines opon anaother
wihcih made it difficult
mhm thats why they have welding and collapsing options
this doesnt work for me, inside and outside selected area has a size difference for me
I did
the walls hjave differenbce size
outside wall is longer
bc it includes the side wall width
the interior has edge that is higher up
so causing the differences in sizes for resizing
the interior wall
is shorter
but the guy in the video has the same buiulding
so it is weird
but they did it in a different spot where the walls have the same height
not same width
wdym piles ?
should work the same though
just hold shift
