#🛠️┃probuilder

1 messages · Page 4 of 1

young vapor
#

whats not working?

barren oasis
#

thew window isnt like in the tutorial

#

u get different width

young vapor
#

also you should never stretch meshes

#

always extrude

barren oasis
#

doesnt matter

#

this is for this example

young vapor
#

wdym the width is different

barren oasis
#

u saw the window

barren oasis
#

tel;l; me whyu he gets a perfect window

#

and I dont

young vapor
#

btw you can also just give loopcuts/edgeloop a try that might work better

barren oasis
#

the window frames

#

are different sizes

#

on both sides

#

unlike in the tutorial

young vapor
#

idk show me what yours looks like

barren oasis
#

in my last video

#

u didnt watch it

young vapor
barren oasis
#

yes

#

good I did

#

it shows the same issue

young vapor
#

the shapes are different

#

idk this stretching method I dont use it much like this, just use edgeloops and call it a day

#

the edges loops dont care about widths they always come out symmetrical

#

using stretch mode, if your outer wall is different size than inner wall its gonna give that issue idk why its different than video, it looks old as shit, im not surprised if something changed

barren oasis
#

then why dotn theyt ciome out symmetrical

#

:?"

#

on my house

#

@navoro

#

@young vapor

barren oasis
young vapor
barren oasis
#

I dont use unity for building anymore

#

it's crap

knotty marsh
#

you are not selecting both faces it seems

barren oasis
knotty marsh
#

you have 2 verticies in eachother, and grabbed one of them

barren oasis
#

why do i have 2?

knotty marsh
#

you can select both of them and do SHIFT + drag while in Xray mode select and press M to merge by distance

#

I believe it was

barren oasis
#

I created a plane

knotty marsh
#

also you can just select all 4 verticies and press F to fill btw

barren oasis
#

shouldnt have more than 4

knotty marsh
#

correct, what makes you think it has more than 4? you may have extruded a vertex on accident

barren oasis
#

i tyryh moving one

#

to the corner

knotty marsh
#

you can merge them or select all 4 of the vertices you want to fill and press F

barren oasis
knotty marsh
#

you most likely extruded them on accident

#

SHIFT + D does that

haughty sonnet
forest vortex
#

There's !blender

rustic mauveBOT
knotty marsh
#

yes you should probably ask in a blender server but this is an easy fix which I told you how to fix already

forest vortex
#

And it looks like they already have at the same time as here, and also arguing there as well instead of providing information.

knotty marsh
#

they asked in the blender discord? why ask here then, that's what I don't get

#

did I not give them the answer to their question as well?

barren oasis
#

Is there no probuilder window in Unity 6?

#

Oh its in the tool bar

#

That sucks (Really bad)

supple saddle
barren oasis
#

Me too, it’s awful

young vapor
#

there was no reason to touch it but the devs insist that "its better trust me bro" attitude its kinda annoying. Almost like bruh we use this shit every day now, you don't

sage sinew
#

Hey so I want to make curved pathways for my horror game with pro builder. Is it possible in pro builder? if so how can I do it?

young vapor
#

there are many ways to make curved paths

sage sinew
#

it kind of curves

young vapor
#

that depends, most of those are terrains

#

and you would just sculpt the path

sage sinew
young vapor
#

yes or terrain asset

sage sinew
#

so its not possible to make it in pro builder?

young vapor
#

it is but thats better if you want to make a solid ground path type thing

#

like a brick road or something

sage sinew
#

oh

young vapor
#

just extrude and set the origin to Center

sage sinew
#

alright thanks

nimble steppe
#

Why doesn't uv appear?

haughty sonnet
nimble steppe
#

I already solve it , thanks to

green jacinth
#

I'd like to set my probuilder model's pivot to another arbitrary unity transform. (I can get it close, selecting vertices nearby and doing a "set pivot to selection" but it's not perfect, I could do it if I could select a single vertex, position it where I want the pivot, and then setting a pivot, but I also don't know how to add a "loose" vertex to my model just for the sake of setting the pivot?

nimble steppe
#

How i can do this with my Probuilder? ||Credits to LemonMaster66||

green jacinth
acoustic quarry
#

Hello, how do you edit an existing game object?

#

I want to edit Y measurement of my object

#

I'm working with Unity 2021.3.42f1

#

nvm I figured it out

young vapor
#

Hey guys, if you're having issues with pivot not being at the corner vertex even though you selected (first vertex) or the texture is not aligned because of it. Its a current bug I reported in PB 6
https://issuetracker.unity3d.com/issues/probuilder-shape-pivot-location-is-always-in-the-center-when-the-pivot-is-set-to-first-vertex-and-a-shape-is-placed-while-holding-shift

pulsar roost
#

Is there a way to add more.. cuts (?) in this place? I want it to be smooth and curvy

pulsar roost
knotty marsh
#

hm, I guess it does not create curved surfaces

pulsar roost
knotty marsh
#

I do not know any other easy way using probuilder other than loop cuts and or Blender

#

you could probably find an asset which deals with bezier curves and can extrude meshes onto them, or write your own (Probuilder does have a beziercurve function but you cannot change the shape I believe)

hollow gust
#

Have there been any updates to Probuilder that makes cutting out shapes from existing shapes easier? That's probably the one feature that's really missing for me in PB.

RealtimeCSG has it, but I don't think it's been updated in a while.

barren oasis
young vapor
sage sinew
#

Hey I want to add blood on the floor and walls. could I do it with poly brush if so how?

young vapor
sage sinew
sage sinew
#

never knew this existed lol

#

thanks!!!

#

going to enjoy this 😎

#

@young vapor Just tested this out and its amazing thanks!

young vapor
sage sinew
#

can I have loads of them?

#

will it drop my fps?

young vapor
#

make sure to check GPU instancing

sage sinew
#

of course I will be using occlusion culling later on

sage sinew
young vapor
young vapor
sage sinew
#

I will

young vapor
#

i think its trying to reduce all the ones you have to 1

sage sinew
#

thanks for telling me about decal projector. I have so many ideas, can't choose one lmao

sage sinew
#

@young vapor do you know where I can get free blood decals?

young vapor
#

internet is full of blod splats and stuff you just have to remove their bg , now days is easy af with those ai things too

sage sinew
young vapor
sage sinew
young vapor
sage sinew
#

the wall doesn't have a layer just default

young vapor
#

so make that projector only project on door layer

#

otherwise try making the projection depth as small as possible so it tries going behind wall but its probably more jank

young vapor
#

that should make it easier

sage sinew
#

what should I put the rendering layer as?

sage sinew
sage sinew
#

I named it as the same layer as my doo

#

door

young vapor
#

it describes the full process

sage sinew
#

@young vapor never mind it WORKS!!!

#

just messed up the layers that all

green jacinth
#

I was able to reassign uv coordinates in the uv editor, it would show me the texture I would select my faces or vertices could snap and move them around, now all of a sudden my uv editor is blank, is there any common pitfalls or settings I can check?

wet compass
#

Hi guys
What should i do if Extrude Edges doesn't work? Shift + drag also doesn't extrude it.

wet compass
wet compass
haughty sonnet
sage sinew
#

@young vapor rendering layers are so fucking awesome and the decal projector itself. Just made this level for my game 😎

young vapor
kindred bone
#

hi guys!

#

currently im using the Unity Probuilder right now, but i dont know how to divide object apart
such as above, im using extrude to created a "house" but now i want to spit them apart into 5 piece of walls
is there exist "sperate tool" in pro builder?
i really need helps, im a noob on modeling, Thanks!

#

@young vapor hi! can you help me? Really thanks!

young vapor
kindred bone
#

So, is there any possible to delete the edge loop?

sage sinew
kindred bone
#

This is the situation that i want to delete the edge loop

#

they are so ugly

#

how can i solve it?

sage sinew
kindred bone
#

Ok, thanks! but looks like probuilder still need to be updated, the functions of this tools are still not compeleted

#

if i want to do some advanced manual then i need to export my project into blender and do it in there

#

i cant just finished it unity

sage sinew
wise glade
#

how do i stop the material from repeating after an edge in probuilder?

inner oracle
#

Probuilder 6: Insert Edge Loop - Grid and Snap = 0.25, Adding the first X and Y edges work fine but any consecutive additions are 'off' (by maybe 0.10) and will not snap to the desired grids, why is that?

haughty sonnet
sage sinew
#

I am using decals to place these blood effects and how can I stop it from showing from the other side of the wall? If I reduce the projection depth it will not show anymore. I dont want to hide the decals on the walls as I need them to be on the wall not the other side as well.

https://streamable.com/0rw96y

Watch "PersonalProject - GameScene - Windows, Mac, Linux - Unity 2022.3.26f1_ DX11 2024-11-28 19-21-49" on Streamable.

▶ Play video
#

I'm rotating it so it goes along the wall corners smoothly

sage sinew
lilac gust
#

I'm running into a weird issue with tris counts in probuilder

#

I've got this subdivided plane that I'm using for a bit of terrain here

#

as it stands, the plane's mesh has about 608 triangles in it, a pretty low amount

#

However, in the game scene, for whatever reason this same plane is apparently responsible for about **9000 **triangles, over 10 times the amount in the mesh.

#

The scene with and without the plane enabled

#

This seems to be happening to a bunch of probuilder objects, and it's driving the polygon count to be way higher than it should be for a fairly low poly scene

#

Any ideas on what could be causing this?

young vapor
sage sinew
#

I need it to show where I want it to be and not show on the other side

young vapor
ocean sequoia
#

Also Alt-U is such a terrible hotkey for it

ocean sequoia
#

Oh, you can right click for more options. Alright got it

ocean sequoia
#

Well, new bug in 6 it seems. After you brick your mesh by doing an invalid fill/cut/collapse operation, probuilder itself becomes unresponsive, even if you undo the operation.

verbal ridge
#

Anyone else having problem with say, combining gameobjects such as walls or floor, into one gameobject, and then put it to Static to have lighti bouncing of them, but it dosen't work :D?

sage sinew
#

Just did a quick search that might help maybe 🧐

fervent terrace
#

ok i figured it out

sage sinew
#

Here is a nice tutorial that's helpful @fervent terrace

sage sinew
# sage sinew Here is a nice tutorial that's helpful <@212181791757303808>

Here's how you can easily create levels in Unity using ProBuilder!

This video is sponsored by Unity.

● Download the Project: https://ole.unity.com/pb_brackeys

● Learn more about ProBuilder: https://youtu.be/PUSOg5YEflM

❤️ Donate: https://www.paypal.com/donate/?hosted_button_id=VCMM2PLRRX8GU

··················································...

▶ Play video
fervent terrace
#

id send a pic but manjaro hates screenshots when a dropdown is open

sage sinew
fervent terrace
sage sinew
#

First of all let me ask what are you trying to do?

sage sinew
fervent terrace
sage sinew
sage sinew
#

It's easy to do in blender

fervent terrace
#

tho last time i asked a blender-adj question i just got told to use probuilder

fervent terrace
sage sinew
sage sinew
fervent terrace
#

i just bevel'd the edges and called it a day

sage sinew
# fervent terrace no

Here is a quick video I made of me using it making a cave. https://youtu.be/DERk9q-t9gk?si=fr8k827JFi8Buo1I

How To Make A Cave In UNITY!
Recently I have been wanting to make a horror game (which I am currently working on) that is set in a catacomb like cave. I didn't want to use a modelling software like blender so I did some research and found out a cool tool called poly brush. I found of how to properly use it and decided to make a quick video on ho...

▶ Play video
fervent terrace
#

am hhaving the issue rn of "how do i cut a hole in the thing" tho

#
  • circular
sage sinew
fervent terrace
#

pain

sage sinew
#

Just make a normal hole with loop cuts

#

And with the poly brush just smooth it out 🤷

#

That might work 🧐

fervent terrace
sage sinew
# fervent terrace how do you do tjat

Make loop cuts on both sides of the object then select one of the faces and extrude it in then delete face then with the other face extrude it in as well but not all the way it then delete face

#

It's kind of hard to explain

#

I'm out right now when I come back I will show you if you haven't figured it out yet

fervent terrace
#

y4ah just tell me which button is the loop cut and ill prolly figure it out

#

cuz cant find it

sage sinew
#

If your using icons then I don't know

#

I use the text one

sage sinew
haughty sonnet
fervent terrace
#

make a cylinder and boolean it up

hushed bridge
#

unity 6 just installed, im holding ctrl and its not snapping. any clues?

#

fixed by changing "local" to "global"

hushed bridge
#

Both of these are at the same height.. I click on one, scale it up whilst holding ctrl. I click the other, scale it up whilst holding ctrl. They aren't snapping to the same values even though they started at the same. Anyone know why?

#

One scales to 2.85 the other 2.80

#

Meanwhile both starting at .70

#

Recreated it, not sure what happened I think one of the probuilder shapes were made on a different axis or somethin

#

Ffs I hate building shit in unity, I take a floor. Copy it, move it up. And it's not at the top even though I've used ctrl this whole time

#

Perfect, copy paste it. move it up. ah yes

#

And probuilder in unity 6 sucks

#

I make this wall on this floor, ctrl+d move it over.

visual niche
#

Does anyone know the last version that was made before the unity 6 version

#

I cannot with this insufferable workflow. You cant even extrude edges anymore

#

Nevermind the last one with a window doesn't work with unity 6 anymore :(

young vapor
#

yes the UI got funked but you get used to it

visual niche
#

Yeah I found out shortly after that you could right click for a quick context menu lol

#

I thought you had to manually go to the top bar and go through all the options

crisp lichen
#

probuilder masters: any way to easily construct the thing im trying to achieve?

i have my basic terrain hex. in addition to the central (grass) hex, i want to have six segments that come in two variations that i can turn on and off as needed:

  • a sheer segment (like as seen at the bottom of the hex unit) that will be used in all cases unless
  • the height difference of adjacent is one lower, in which case i will use the sloped segment
#

maybe a better explanation of what im trying to do:

#

hope is with three meshes (hex, sloped segment, flush segment) i can programmatically turn on and off the proper segments

#

and then in mission setup, i can procedurally generate the hexgrid, use simple adjacency+altitude logic to determine which edge segments to turn on and off (slope or flush), and then bake navmesh allowing my tiny fighting men to use ai-navigation to move from hex to hex and look more natural

crisp lichen
#

ok this feels "good enough"

dense heron
#

Not using Probuilder but realtime csg, and i've got a small problem. Am I able to ask here real quick anyways?

tame canopy
#

hi! i have a question, upon collision, how can i get the vertex color of the face that was hit?

tame canopy
#

or a way to have different groups of faces with some kind of tag that can be read in a collision?

#

because i'm trying to make a surface with walkable regions. I tried to use vertex colors to select which faces are walkable but i can't retrieve the color of the face that was hit

hollow gust
tame canopy
#

here's the code i used:

//I used this because i'm using ContactPairHeader.
//Search how to obtain the FaceIndex/TriangleIndex for your case.
int faceIndex = unchecked((int)pair.GetContactPointFaceIndex(i2));
Color32[] colors = pair.otherCollider.GetComponent<MeshFilter>().mesh.colors32;
int[] triangles = pair.otherCollider.GetComponent<MeshFilter>().mesh.triangles;

//If all vertices are of the default color (White), an empty array is returned. This is to prevent OutOfRange exceptions.
if (colors.Length == 0){
    continue;
}

bool isWalkable = true;
//Loop 3 tiems because triangles have 3 vertices.
for (int i3 = 0; i3 < 3; i3++){
    //Triangles are an array of 3 vertex indexes (Ex.: [1,2,3]) and an array of triangles are just the list of vertex indexes
    //(Ex.: [1,2,3,2,3,1,3,2,1...]). Multiply the triangle index by 3 to get the first vertex of a triangle, add 1 to get the
    //second and add 2 to get the third.
    //Using Hex for consistency.
    if (ColorUtility.ToHtmlStringRGBA(colors[triangles[faceIndex * 3 + i]]) != "93FF93FF"){
        isWalkable = false;
    }
}
hollow ice
#

Hi I am using unity 2021.39 and I am not able to end editing my poly shape. I tried pressing enter, space, clicking on another objects, I am able to create new poly shapes but can't get this one to stop being in "edit" mode. Is there something i can do to stop editning the poly shape ?

hollow ice
hushed bridge
#

Uh perhaps try removing the component and seeing if that works

hollow ice
#

what do you mean? remove it and create new one ?

ebon saddle
#

can anyone please tell me why im getting this flicker with probuilder? it started happening when i extruded the cube face and then now whenever i move the camera around it looks like the lighting is flickering and bugging out

#

as soon as i stop the extrusion it goes away

ebon saddle
#

@lyric mauve sorry to ping you but do you know what the solution to this is?

lyric mauve
spiral latch
#

It's caused by bloom. I've seen it with objects with a scale of 0 on one axis

#

Try turning off post-processing in the scene view. It's the dropdown menu three buttons from the left here.

ebon saddle
#

god bless you

spiral latch
#

I also have this problem in my VRChat worlds when global illumination hasn't been baked

#

It's very weird

restive snow
#

Is there a way to adjust the tiling of a material applied to a single face of an object? I’m trying to apply images to individual walls of a room, but the size of the image doesn’t match the wall.

restive snow
#

I was just coming across this. Stretch?

haughty sonnet
restive snow
#

Thanks!

unborn marsh
#

Okay, so I managed to get the basics of movement down but now I've kinda hit a roadblock in trying to make a house for my horror game. I managed to make a floor and four walls but I have no idea how to make a hole for a door or a window. Chatgpt (sorry) suggested ProBuilder or Blender, and both are kinda frustrating atm

#

How do I make a hole in the wall for a door or a window to go into?

young vapor
unborn marsh
#

Thank you

chrome fjord
unborn marsh
chrome fjord
#

My games looks too basic so I need help fr lol

unborn marsh
#

Alright, I guess
I'll send a screenshot after I'm done cooking and eating dinner

chrome fjord
#

Thx man, that will really help me, like actually appreciated!

quasi oasis
#

Hello, I'm trying to make "an isosceles triangle prism with an arcuate base". I know this is a horrible name. I'm basically trying to make a melee attack collider shape. I'm facing an issue when trying to make an arc base for this prism. Any tips?

forest vortex
#

Would be easier to construct from the circle shape with radiated lines to the center. Turn segment of the circle into a side of this shape, then extend it.

quasi oasis
#

would you mind showing an example? I'm a beginner on ProBuilder

forest vortex
leaden falcon
#

is probuilder good for making rooms?

#

or like lets say a whole house

haughty sonnet
leaden falcon
#

alright

opal forum
#

Does anyone know where to find a tool to merge?

#

I couldn't find the tool, I did try watching some YouTube but I can't find it

#

If you are confused I'm saying. In blender I'm talking about this tool.

hollow grove
#

This might be an entirely dumb question, but I feel the need to ask. When extuding with probuilder, is it possible to keep the materials applied based on where they are? What I mean is, when I extude, all new polygons are one material type. So if I am making for example, an interior, I have to keep reapplying the walls, floor, ceiling, etc. Thanks everyone for any help you may can give. Have a great new years!

hushed bridge
#

Probuilder is shit for unity 6000

#

The snapping is pissing me off, things are NOT grid snapping properly. The settings are all in random placed, bring back the old ui.

#

I make a floor using grid snap, make a wall using grid snap, duplicate that wall and grid-snap it over. IT AINT WHERE IT SHOULD BE

whole prawn
#

That looks like what I'd expect for where the pivot is

tame star
#

Where’s Boolean the one that subtracts object from object making a cut out

young vapor
# hushed bridge

are you building in center mode? Thats not good. You're best bet tbh is having the pivots at the corner of the walls. Ie the corner vert

tame star
young vapor
severe sedge
#

How can I edit a line on pro builder

#

These buttons aren’t showing up

#

I am trying to edit a singular line

#

Nvm found it

vale carbon
thorn moss
#

In ProBuilder Unity 6, how do I change the plane axis so that Y is the height and not Z? I don't want to solve it by rotating the Transform because it'd involve modifying more shader code. The Z is forced to be 0.001 or higher (can't set it to 0).

thorn moss
#

ah it kinda works with Freeze Transform (the Z turns into a very small value 3.72529e-09) I'll try it out more

#

One side-effect of Freeze Transform is after rotating the X by -90 and clicking Freeze Transform, the plane goes "weird"/rough (it was a perfect line before that), this is reproducible with all 3 materials I tried out e.g. UI Default.

ebon widget
#

Hi all! Been awhile, sry, busy 🙂 Good news though ... used the weekend to whip up a whole new batch of tutorials specifically for ProBuilder 6, since the UI/UX has changed a good bit. Hope these help, and let me know if you'd like to see any specific other tutorials, I can try for time next weekend! 🙂
https://www.youtube.com/playlist?list=PLrJfHfcFkLM_a0jRCedjV2vJMcCSUHgb-

ebon widget
# opal forum Does anyone know where to find a tool to merge?

Hi Lola - PB isn't quite as fancy as Blender, but you can use a couple options for this:

  1. Select the vert pairs to be merged, right-click in the scene, and choose "Collapse Verts"
  2. Or, use the Scale tool to pull them all tight to the center, then right-click and use "Weld Verts" ... you might need to delete those inner faces first, though, otherwise PB might leave them there.
ebon widget
leaden falcon
#

Thx

young vapor
#

maybe mod can pin this in the channel ?

whole prawn
#

I'd pinned it already

cursive flint
#

Hey guys so I just started tinkering a bit with probuilder to start learning level design and eventually create one of the levels for my first game. I just wanted to know if it's possible or if there is any option to select faces and turn those into a different shape. For example. I'm trying to create a two story level and those stories would be connected by two flights of stairs. The way I started doing this level was by creating a cube and started extruding it to create the first story and then created blocky stairs downwards to connect to the other story of the level. Now I have really big blocky stairs that don't look very natural obviously and I wanted to know if there is anyway to directly alter these into the Stair shape or if you guys have any tips or tricks to make this workflow a bit easier. Thanks in advance for any help 😄

ebon widget
#

Hey @cursive flint !

  • Similar question above, this might help 🙂 #🛠️┃probuilder message
  • As a general rule, don't try to connect everything. It's much better to stay flexible with your world, keep the stairs, floor, etc as separate objects. Sounds like you are trying to model them all as one chunk?
cursive flint
minor palm
#

Hey

#

How to get probuilder's window in Unity 6?

young vapor
indigo pecan
#

Can someone pls help me with my probuilder map?

#

I made this edit ages ago, I subdivided faces, then deleted them. How do I get the faces back so theres no hole in the wall?

young vapor
indigo pecan
#

ok

indigo pecan
#

@young vapor ?

young vapor
indigo pecan
#

I did.

#

call me, ill show u

young vapor
#

make a vid

indigo pecan
#

aight

young vapor
#

you can also try to extrude(hold shift while move) the top edge to the bottom part

indigo pecan
#

I only select the 4 edges

#

It wont let me send the vid

#

I only select the 4 edges, I hit cntrl e, then that happens @young vapor

young vapor
indigo pecan
#

nope

indigo pecan
young vapor
indigo pecan
#

i tried it the best i could, but there was still tiny gaps in the wall

young vapor
#

why would it be a gap? is the top not the same width ?

indigo pecan
#

nah

#

its too hard for me to explain in text 😭

indigo pecan
young vapor
#

I get it

#

I told you what I would try to do, if it doesn't work I'm not sure

indigo pecan
#

Smh i made it worse

young vapor
indigo pecan
#

algs

young vapor
indigo pecan
young vapor
#

also just moving shift moving the green arrow to extrude should go straight down

void tendon
#

Hey, guys! I want to edit and work with pro builder but I really cant find the edit and building tools that needed for this purpose because I am using Unity 6. Could you please help?

young vapor
void tendon
#

I see only two options

#

When I am clicking on a cube for exampole

#

example

young vapor
#

its yellow

#

make new shape here, select it. You will see the new button

void tendon
#

Oh I found it

#

Thanks!

craggy spear
#

Anyone know why i cannot make my cubes bigger with probuilder? As you can see in the image i am trying to make the cube bigger in z axis but nothing happens even tho i pull the scale tools thingy. Every other axis works but if i wanna make the cube just longer, wider etc nothing happens... I might be doing something wrong its my first time using probuilder haha

young vapor
craggy spear
#

Or do i need to use move tool when editing faces..?

young vapor
#

since you're moving the face to extend the shape

indigo panther
#

as u can see the walls are made of 3D cube, at corners the 3D cubes are designed that way.

My question is, you have a plane/mesh inside the boundary which fits inside, how do u make that? and the differntly shaped cubes as well?
Can u do this with probuilder?

also there can be many levels? which is the optimal way

young vapor
#

maybe you want the PolyShape tool ?

young vapor
indigo panther
#

to fill a mesh/plane inside the imaginary boundary formed by cubes

#

whatever might be the shape, it should just fill inside

young vapor
indigo panther
young vapor
#

You would need some type of flood fill algorithm or something

indigo panther
#

omg whats that, would that work in 3D

#

for mesh and plane

young vapor
#

It would have to be custom built or get an asset that does it, its not an easy thing to do, the algorithm has to know all the bounds first then attempt to fill the area.
If you are looking to automate it the least you need is a script

young vapor
#

best of luck UnityChanSalute

civic oxide
#

Hey guys, quick question, is there a way to set probuilder to only create shapes that line on a grid.

I know about holding Ctrl for set gradations, but I'm thinking even further, when you start building a shape the first point will be in a precise location, I'd like even that first point to be constrained by the grid interval I set, is that possible?

young vapor
civic oxide
#

hell yea, that was the missing link, thanks!

dusk ingot
#

I just updated to ProBuilder 6 ...where is the window with the functions?

young vapor
grizzled mortar
#

Hello, anyone know the way to "split" a part of an object, based on selected faces? i have this selected, and i want to seperate it into a stump mesh

#

i tried boolean with a seperate object, but it cant seem to do a round face, so parts of it arent there

grizzled mortar
#

thank you nav, i may of not been very smart by not reading about the tools before trying to use them

faint carbon
#

Does anyone know of any tutorials or videos or guides of how to make buildings in probuilder?

faint carbon
young vapor
#

what does UIBuilder have to do with Probuilder ?

sinful cloak
#

Hello guys, I'm needing help.

I'm trying to build a wall with probuilder. So I place a cube, it is perfect.

But I need to do a corner, so i created a pillar that you can see.

And after this pillar, I recreate (with shift) another cube that I extend.
But this time, it is doing not like the first wall.
Can someone help me (ps: I'm not really good)

young vapor
#

its hard to see from this prospective what you did exactly

sinful cloak
#

I did press shift and slide move cursor

young vapor
#

like you extruded the face?

sinful cloak
green jacinth
#

What's the best practice if I edited some asset with probuilder, should I export it as an asset? as obj? or is it completely fine to ship probuilder objects in production?

junior sorrel
dusky yarrow
#

is there a way to separate a concave mesh into convex elements automatically?

clear root
#

not exact.. but u get the idea

sage sinew
clear root
#

not for that video no.. its quicker to use blender

#

ud need to probably manually drag the lines/edge-cuts upwards 1 by 1 w/ probuilder

#

make cube.. extrude 1 side -> | then again -> | then again -> |
until u have enough loop cuts

        ^   ^ 
``` then you'd select the middle of the arches pull them up the most
then the two outside of those a little less..
then the last ones would make the little arch posts or w/e
sage sinew
#

your a genius I'm trying this right now

clear root
#

just simple modelling brain 🙂

#

best advice:
start with the most basic shape of the thing ur trying to create..
add loop cuts as needed (but only as needed)

#

then u end up with a nice low-poly model

sage sinew
clear root
#

should go from this -> to this -> to this

clear root
#

rather than the single one u have now..

sage sinew
clear root
# clear root

just study this image.. each green line is a LOOP-CUT.. or one of those blue lines u got up there..
select the bottom edge only.. and move it up..

(but u need atleast 2 to be the same level vertically to make the bottom of each arch post or w/e)
instead of ur screenshot where u only have 1 (making it a point)

#

see this is fine..

#

this wasn't lol

clear root
# clear root

anyway.. this image should be good enuff reference to build what ur trying to build

#

you need atleast (5) going around the arch to make it something other than a hard corner..
i think (7) is a good number

sage sinew
clear root
#

grab the yellow one at the bottom. move it up halway of the block..

#

then the one to the right and the one to the left of that.. drag those up 1/4 of the way up..

clear root
#
  • the top of the arch needs to have as many edge loops to the left and to the right..
  • you need atleast 2 edges to make the bottom parts flat..
  • the rest (the ones in the middle of those two form the arch
  • the more edges you add the more u can smooth out that arch
sage sinew
#

Bro did it I get what you mean now but it comes out looking un even

clear root
#

more loops = more smooth

sage sinew
#

thanks im going to mess around with it XD

clear root
clear root
sage sinew
clear root
#

so they're identical when u move them

#

shift + click

#

but yea thats the idea..

#

and its probably better to make (1) arch.. and use it like a prefab

#

just snap them together to form ur bridge or w/e

clear root
#

aye! see wasnt that hard 🙂

sage sinew
#

Its SOO EASY

#

I thought it would be hard

#

it was only hard cause I was just confused lol

#

THANKS!

clear root
#

nah, super simple

#

u can make all kinds of shapes w/ cubes

#

make a loop anywhere theres an angle.. and just drag around the outside lines to get the shape u want 😉

sage sinew
#

To make these shapes should I just reduce the size on the Y?

clear root
#

the little cobble stones?

#

id probably place them by hand.. (new objects)

#
  • start basic (sillhouette)
  • slowly add detail
  • stop before u add too much detail
formal relic
young vapor
wet atlas
#

in the new probuilder, how can I see how many edges I selected?

#

I used to be able to see them in the probuilder window

formal relic
wet atlas
#

anyone else connect vertices tool is broken on Unity 6?

formal relic
formal relic
#

I will have to restart my project not since this isn’t being fixed

formal relic
junior sorrel
formal relic
craggy spear
#

Why is it creating those faces/walls or whatever called inside the cube when i make it bigger 😄

#

Never had it do that before

cunning jackal
craggy spear
craggy spear
craggy spear
#

Anyone have any ideas how to fix this?

grizzled mortar
#

Hello, ive looked everywhere, and there doesnt seem to be a scriptingAPI Doc reference for probuilder? im wanting to looking at all the methods it provides, such as filling holes, subdivide faces, detach faces, select loop

grizzled mortar
#

guess i didnt put in the right keywords. im sorry for my uninformed question. when i searched up probuild scripting api none of the results showed them.

young vapor
#

ya google is weird sometimes. Usually if you can find the manual version like the package i click here

craggy spear
young vapor
cunning jackal
craggy spear
cunning jackal
obsidian pecan
#

Hi there! I'm trying to subdivide a Poly Shape created with probuilder, but I'm having a hard time doing this. Is it even possible to subdivide it? just clicking on subdivide object, it comes out a little bit weird, ends up not being what I need to add textures to it

When creating a shape with just the "new shape" option, the plane will have plane settings wich include height cuts and width cuts but I don't see this anywhere with poly shapes.

forest vortex
#

Have not used ProBuilder in a while, but just a reminder, if you find some options limiting, you can always drop the mesh into another editor like Blender and modify there.
Mesh can be integrated back into ProBuilder with "Probuilderize" command.

obsidian pecan
#

Hmmm yeah, interesting. Thanks!

grizzled mortar
#

Hello, whats the major difference between probuilder vertexs and regular vertex's? when looking at the docs the probuilder has position, normal, tanget, and uv1-4, but in regular mesh, vertexes are just vectors3 in local space (Just the position)? do i have to worry about any of the other properties when changing the position of vertx?

junior sorrel
craggy spear
#

Does Probuilder offer any hidden face automatic deletion tool thingy? I just selected very big part of my build to extrude it at once but apparently Probuilder DECIDED TO PLACE 30 OVERLAPPING FACES under every single face. So its very enjoyable to spend one minute to spam delete/select on one face at a time....

hallow folio
#

Why does my mesh keep resetting?

#

I don't get it

#

Is this plugin broken? Or abandoned?

young vapor
#

no?

haughty sonnet
covert coral
hallow folio
# haughty sonnet when

Anytime I make mesh changes it reverts to the original, I give up, it's too unstable vs just using Blender

half horizon
#

Is there any documentation related to why probuilder stuff can inconsitently just explode when in the context of a prefab instance

void tendon
#

Hey, guys! Do you know why this is happening when I am trying to create a cube in pro builder?

#

Two faces of the cube are black but the other two faces are just fine white

#

I think the problem has to do with the directional right

junior sorrel
barren oasis
void tendon
#

All of the faces should be white instead of black

barren oasis
visual spire
#

How do I optimize the process of building? Right now I'm doing this, and it feels super not-optimized.
Is there any way to make this more efficient?

Say, I want little variation in the platform height, like, 0.01 variation, how do I do that Not manually

junior sorrel
visual spire
#

Would I enter L(start,end) in the X position field?

junior sorrel
visual spire
#

I found it, so no worries

#

Thanks for the pointing

warm echo
#

Can someone help me out, I have no option to see the pro builder window in my version of unity. It is driving me crazy trying to see why this is happening to me:
I am selecting a probuilder cube but I dont see the window there by my inspector any idea whats going here?

gentle lake
#

Hi, when I create a Polyshape from a perfectly perpendicular angle (or close enough), it doesn't create an object, leaving an unselectable pinkish version of my shape. Anyone know how to fix this?

haughty sonnet
young vapor
#

maybe they meant Probuilder 5

#

tbh thought I'd miss the old Window but when working on 2022 projects , turns out it is indeed quicker with the context menu because you always get the relevant options without losing focus on the object by looking at another tab/window

#

maybe if you're used to Icon mode it does throw you off.
Reading the labels to always find something related does distract real quick having to scan through the list

tender ridge
#

Is there a way to have the probuilder window in unity 6 by downgrading or something? I've used it for around 3 years now and it's nearly impossible to switch

spiral dagger
#

Does anyone know if it is problematic to have more than one terain combined?

I would like to avoid mixing the natural ground of the trail with the bush.

neon dock
#

Probuilder is almost perfect imo

#

Just not as fast enough like TrenchBroom or even Blender

young vapor
#

!collab

rustic mauveBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

orchid nest
grizzled mortar
#

Hello! With UV: Manuel Mode, is there any way to insert vertexs on a mesh so that the uv map also automatically subdivides, when you have to move the vertex positions yourself? basically trying to get a set of vertexs that share a commen y value on a slanted mesh.

sly summit
#

Hey, I need to inset this part, I know if I have to press SHIFT and select the scale tool but I wanted to ask if there's a way to do that by setting values instead of using the scale tool which is not precise enough 😬 please ?

bleak elm
#

Guys... attention question
what is the best and most convenient addon for unity, for level design
At the moment I use Pro Builder and GSC Realtime, but their use makes me sad
Pro Builder, after some update became less intuitive and inconvenient, and in general does not cover all my needs as a level designer and an artist designer
And GSC Realtime... convenient, almost like in UE5... BUT, it hasn't been updated for a long time and it constantly throws up errors and bugs that are difficult to solve
is there really not a single full-fledged tool for unity that would help a level designer

karmic jungle
karmic jungle
#

you can export directly to FBX, you just need a source 2 game to access it which is the only sorta annoying part

#

export to fbx, use the fbx file in unity like a model file

#

done and dusted

#

it has really good UV tools and a really good grid system i kinda felt stupid for not using it before

#

i have to use it more to get a good workflow down but it’s absolutely useable

bleak elm
karmic jungle
#

yeah, i can show you an example one sec

bleak elm
karmic jungle
#

i think you’d have to weigh if it’s worth working through something that wasn’t really
made specifically for that workflow but for my purposes so far it’s worked really well

#

it’s made by valve so it’s just insanely high quality

bleak elm
#

designers at many levels say that it is unprofessional "not in Unity" to do blocking, since it takes too much time

karmic jungle
#

personally i’d try stuff and see what works best for you before what’s “professional”

bleak elm
#

anyway, thanks for the info, maybe if I need complex geometry, I'll try hammer 2.
(addition) I once made maps in hammer 1 for garrys mod, I wanted to hang myself from its inconvenience: )

karmic jungle
#

oh i know lol, they really improved hammer for source 2 it’s kinda nuts

#

probuilder honestly also makes me want to jump which is why i went looking for another solution, but it’s whatever works best for your workflow really

haughty sonnet
ocean sequoia
#

Is there a way to reposition verts by coordinates exactly? Trying to smooth a group of verts after collapsing them is a pain in a butt

fallow saddle
#

Hi im new to this discord and im a unit student currently creating a stealth platformer game in Unity for my final year project. Currently struggling with how to just have a consistent concrete texture for the ground. can someone help?

#

i just want the whole level to have a concrete ground, on which i can later decide to put grass or other floors on top of

haughty sonnet
cyan dawn
#

hellow, im new in here
i made a game its a simple proyect, and i made a build of the proyect but when i run the .exe file, its start with the unity logo and then it stays loading in a grey screen}

haughty sonnet
hybrid island
#

Hi I've been trying for the past 3 hours to execute probuilders "Merge Objects" via script. Basically I want to merge all children of a parent. I haven't written the destroy all children part since I haven't been able to get the first part working

    public void MergeProbuilderizedChildren()
    {
        ProBuilderMesh targetMesh = this.gameObject.GetComponent<ProBuilderMesh>();
        if(targetMesh == null)
        {
            this.gameObject.AddComponent<ProBuilderMesh>();
            targetMesh = this.gameObject.GetComponent<ProBuilderMesh>();
        }
        List<ProBuilderMesh> meshesToCombine = new List<ProBuilderMesh>();
        foreach (Transform child in transform)
        {
            meshesToCombine.Add(child.gameObject.GetComponent<ProBuilderMesh>());
        }
        List<ProBuilderMesh> resultMeshes = CombineMeshes.Combine(meshesToCombine, targetMesh);
    }

this is the function I have so far.
plz ping me if anyone has a solution

deep river
#

Just a tip but "The correct way to check for nullity is if(data != null)" it seems a little pedantic but its not.

hybrid island
#

The code I have is basically not working at all. No compile errors though according to VS

#

Based on the documentation I assumed that I input list and set output target and I'll work but apparently I'm doing something wrong

deep river
hybrid island
deep river
#

Even if I can't figure it out I will get back to you about it, no worries okay. I just get busy.

deep river
#

Side note: If you’re using ProBuilder at runtime make sure that in the ProBuilder preferences “Strip ProBuilder Scripts” is disabled.

deep river
# hybrid island Hi I've been trying for the past 3 hours to execute probuilders "Merge Objects" ...

It looks as though there are a few issues but lets focus on getting it to run. I was only trying to get the code to compile so I changed as little as possible. There is an un-needed list addition that is preventing you from accessing the function "Combine()". In short you tried to pass a list to a function expecting a single variable and would need further code to tell Combine() which of the list objects you wanted to send it or loop through them to send each one. I am not suggesting you do this only explaining the situation for completeness. If this was intended as a list I would need to know more about what you were doing to rework it for said purpose.

"ProBuilderMesh targetMesh = this.gameObject.GetComponent<ProBuilderMesh>();"

Try commenting out this line ^^^^ and replace it with this line. "ProBuilderMesh targetMesh = new ProBuilderMesh();"

Hope this helps.

cyan dawn
#

hi again im having issues in my proyect, all my rigid bodys doesnt work

#

even if a create a new scene, and put a rigid body, in a cube , when i hit run , the cube doesnt fall , the rigid body has all to fall , gravity, mass, unchecked the kinematic.

#

that is on a character

#

but i also tried on diferente thing and it didnt worked

hybrid island
hybrid island
hybrid island
hybrid island
hybrid island
#

got it to work! yay

deep river
deep river
#

The concept of "null" in C# can be problematic because it represents a lack of value or an absence of an object reference, which can lead to unexpected errors and exceptions in code. One of the main issues with null in C# is the potential for NullReferenceException errors. This can crash your program so you usually want to prevent a null from entering code by using some kind of try catch statement if you're going to look at it. Try catch will throw the error you tell it to when it hits a null but won't crash your program allowing you to get feedback and troubleshoot a piece of code that isn't working. This isn't true for all languages though and this makes it complicated, not to mention some will use something called a null object to check for null as you can set all objects to equal your null object then check for that and because a null object is not an empty variable it won't crash anything. So don't feel bad this is so much more complicated than it first appears.

deep river
hybrid island
#

ProBuilderMesh inherits from monobehaviour and is effectively a script type object so it is nullable. I don't see how my previous case can cause a null ref exception.

#

bc if it is null then im adding the ref.... im not trying to ref something that is null

deep river
#

I might have not said it properly yesterday. I was meaning in practice. Not that in your case at the moment it will cause a crash which is why I suggested it and didn't include it in the code revision.

It's something that I picked up from programming outside of unity. And I realize that it's probably not useful in unity for the most part.

#

My bad

hybrid island
#

oooh okay yeah that makes more sense. I learned a similar thing in Matlab before too

steep oyster
#

Hi everyone. Quick question, instead of using ProBuilder, if I make the "Visual map" on Blender/C4D and import it has a full obj. without doors, windows, etc... (added in unity) would it work? If not, why?

young vapor
#

who said it wont work

#

You can use whatever modeling software you want as long as it exports into a format unity uses.. Probuilder isn't a requirement

haughty sonnet
slender perch
#

Can I make a 3d text without having to use Blender ?

young vapor
half roost
#

i'm having some issues with probuilder - whenever i press probuilderize, the model's textures seem to bug out (notice the stripes here and there). Anyone know what's going on?

half roost
#

This channel is so dead I’m cooked lmao

timber bluff
#

when I am using probuilder in unity 6 and I press CTRL to snap the cube in place why does it not work?

young vapor
timber bluff
young vapor
# timber bluff

Your snapping is off. you don't need to hold Control for that one

#

also you should not use Center when building, use Pivot

timber bluff
young vapor
young vapor
young vapor
#

and your other map was made it probuilder?

#

you most likely didn't align those to grid

young vapor
#

place it with the middle pivot then change it to corner pivot

timber bluff
timber bluff
young vapor
#

the current bug is Probuilder puts the First Vertex at the middle instead of a corner so it creates this weird snap to middle rather then corner

#

if you right click a vertex you can assign it as pivot

#

@timber bluff

void tendon
#

Hey, guys! How to create bezier shape?

#

I am just wondering

#

I found it

turbid wyvern
#

Good Morning! New to Unity and am struggling. I am trying to scale cube to have both sides go inward equaly, but one side is angular and the other is concaved. What can I do to prevent this?

haughty sonnet
# turbid wyvern

idk what exactly ur hoping to achieve but just move vertices instead of scaling

turbid wyvern
#

Ive tried like ten different things. Vertices, Faces, Edges, Merging, Separating

#

Both sides do that weird angling thing

#

But Ive also got like, less than 10 hours in Unity and I dont really have guidance except the youtubes 🙂

#

I used a totally different piece and got it to work

haughty sonnet
turbid wyvern
haughty sonnet
turbid wyvern
haughty sonnet
#

select the 2 vertices you want the line to be between, and do this

stray sail
#

why is it when i try to remove the room object that i made using pro builder it turns everything to yellow? what seems to be the problem?

haughty sonnet
#

you can change it if you click on your camera

#

i assume its a child of ThirdPersonPlayer

stray sail
#

thank you one of the problem has been solved

stray sail
raven pine
#

What would be the best way to make grass (top) blend into the sides (dirt) a bit?

hollow gust
raven pine
hollow gust
# raven pine It's simply a ProBuilder cube with long Z, and I added a grass material on top f...

I can't remember the steps off the top of my head, but I followed a shadergraph tutorial for a triplanar shader that allows for different textures for top and side faces. When faces are at an angle, they have a blend so you can use that along with beveled edges to create a smooth gradient between.

The alternative would be to create a texture sheet that has a defined top, blend, and bottom texture and then use probuilder's uv mapping to assign it properly

normal saffron
#

should I use blender or unity to make the game map

#

cuz I tried using blender and when importing to unity it buggy and for some parts my character jus falls through the map -_-

#

and materials don't load correct

raven pine
# normal saffron should I use blender or unity to make the game map

Personally, I prefer using ProBuilder since it's very easy and fast to use. At the very least, you can consider using it to build out a prototype layout and then make the final version in Blender if that's what you need. Though you can even use ProBuilder for the entire final layout too, which is what I'm doing.

raven pine
# normal saffron is it like blender?

I think it depends on the features you're using in Blender. I recommend watching a tutorial: https://www.youtube.com/watch?v=qV2o1D1uWgE
Note that older tutorials will have different UI of ProBuilder. The tutorial I linked is for the new ProBuilder 6 version.

If you need sculpting/painting features as well, there's also a different tool called PolyBrush for that.

Learn how to create stunning game levels using Unity's Pro Builder! This tutorial covers everything from installing the Pro Builder package to mastering tools like primitives, UV mapping, texturing, and snapping. You'll also explore advanced features such as creating custom shapes with Poly Shape, edge loops, bevels, and texture atlases. Whether...

▶ Play video
normal saffron
#

those the only features I need lol

raven pine
raven pine
#

Is it normal that ProBuilder objects (e.g. cube) show up invisible in the prefab thumbnail in file browser? (works fine otherwise)

fossil storm
#

hello

#

i have a problem with

#

my uvs

#

i acidentally probuilderized my map

#

and now i have streched uvs

#

and i have no clue on how to use probuilders uv

#

and i want to fix the streched part of my material

median narwhal
#

Hi everyone!!!!
"I'm experiencing severe lag in the Unity 6(HDRP) editor when working with a scene that contains around 40 meshes created with ProBuilder. The issues only occur in "Editor" mode, while in Play mode, the scene runs smoothly at over +60 FPS. This suggests that the problem isn't due to a large number of polygons.

However, every time I press Play or exit Play mode, Unity takes several minutes to execute the action. The scene is empty except for the ProBuilder meshes, so it's a very simple and lightweight scene.

Do you have any ideas on how to solve the problem and what might be causing it?"

forest vortex
median narwhal
#

A quick question

Can you create prefabs for objects created with ProBuilder?

That is, the Game Object with ProBuilder components so you can continue modeling its shape after dragging the prefab into the scene. It's like creating a prefab for a "base" model, then changing it and creating new prefabs with the new changes when editing the mesh again with ProBuilder.

Or can doing this cause problems?

Do you understand what I mean?

turbid wyvern
#

I am trying to make a slope with this piece but am running into this problem. How do I keep it from concaving or bowing out?

haughty sonnet
haughty sonnet
turbid wyvern
haughty sonnet
turbid wyvern
#

Ive done it once before, but have no idea how

haughty sonnet
turbid wyvern
turbid wyvern
ancient onyx
#

im having an issue where probuilder uv wont tile a texture no matter what I do...

#

nvm figured it out

coral lintel
#

Hey, how can I make sure a probuilder asset is readable at runtime?

#

It seems like they are readable in editor, but not runtime 🤔 The outline script I use thus does not work at runtime

#

Interesting, for some reason the outline works on another probuilder asset

coral lintel
#

Found the problem: it seems like if the object is static, its mesh will be read only in build. Pretty strange.

raw sphinx
#

Hello everyone, I did this shape with ProBuilder, I wanted to do a dark area when the player didn't buy it yet, but it's ugly like that, any idea how to improve that? I tried to play with the light as well but didn't work (it has to be a gameobject that I'll desactivate when the player buy it)
(I'm using URP)
Thanks !

coral lintel
#

wall-like shader maybe

whole zodiac
#

hello, do you guys know how to build a roof?

#

i made a house , but It needs to have a roof and I can't figure out how to do it

#

i tried to extrude the middle parts but it doesn't look great

whole zodiac
#

but all the modes he's using aren't in unity anymore

#

or I can't find them

#

he can select 2 faces at the same time etc

#

he can select edges too

young vapor
whole zodiac
flint pagoda
#

Hey btw im new to modeling assets for games, Ive only modeled for animations and stuff.

Just wanna know about poly count how much is too much and stuff

#

so far this one of my fence poles ill have like 10-20 in a building and there are like 10-15 buildings thats like 300poles and 288,000 tris

#

Ive done my best to reduce as much polygons as possible before it was 864,000 tris in tottal

#

The game is meant for PC and base expectation for specs would be prob GTX 1060 ? something

karmic pawn
#

look into instancing, and other optimization techniques. Mesh Baking may help. this is not a probuilder question.

#

@flint pagoda

flint pagoda
karmic pawn
#

Probuilder is a specific set of tools (an asset) built into Unity, so this channel is about that specifically

real marten
#

Hello, I've a little issue with probuilder. I have recently donwloaded it and when I press and hold ctrl, the grid snapping work perfectly, but not on my "first" click. As you can see on the video, I hold ctrl to have a nice grid/block build. It work but not on my first vertex, any ideas? Thx.

junior sorrel
soft violet
#

is there a way to make it so a plane is collidable from both sides

junior sorrel
soft violet
formal depot
#

does anyone know how to keep the layering of tilemaps consistent? I'm trying to make some levels for my game but my top tilemap keeps deciding that it's now on the bottom anytime something else in the level changes.

young vapor
young vapor
#

This is not a probuilder question..

radiant fjord
#

My bad sorry @young vapor is there a Chanel that would help with exporting things from blender into unity?

young vapor
rustic mauveBOT
radiant fjord
#

Ok sweet thank u @young vapor

viral owl
#

In ProBuilder there used to be when I moved my curser it would snap to the edges of every 1 meeter and or the center of the cube etc but it does not anymore, Does anyone know how I fix that

rustic rune
#

I have been having to uncheck the "Contribute to Global Illumination", is there a step I am missing after manipulating an existing mesh with Probuilder before I export it and use it in the scene? or is unchecking the Contribute GI because I hadn't exported yet and the probuilder scripts are still there?

stray sail
#

why does when i extrude a plane it results to these flashing lights when i move the camera? what fix should i do

stray sail
#

why is this happening? when i try to extrude a plane?

#

what is the fix for this?

rustic rune
# flint pagoda Ive done my best to reduce as much polygons as possible before it was 864,000 tr...

learning to build with the least vertices by hand is the best, but you can also use a decimator asset to reduce the # of vertices/tris. and its a good idea to get used to making 3 levels of the models using decimation so you have LOD 1, 2, 3, depending on camera distance using an LODGroup. Most people will want them and they aren't hard to create and then you keep one model that may have a lot of tris but looks really good up close.. so if someone were making a mobile game they might not even use LODGroup and just use your lowest tris version and then PC games would use the LODGroup. So almost every model you make should have 3 versions of high tris, medium # of tris, and low # of tris/somewhat blocky looking.. and there are multiple assets on the asset store to Decimate Meshes for you.

cursive sky
#

anyone know why when i drag a material onto a selected face it replaces the material entierly rather than adding a new texture to the face

cursive sky
#

i also now do not have the settings menu when I extrude an object

haughty sonnet
viral owl
#

Any reason why this might be happening and how to fix it I still havent solved it

blissful granite
#

Hello, I am new to level design, Unity, 3d modeling, and pretty much all of this stuff Sadboyhaw

but I am trying to make a tunnrl with nearly the exact same geometry as is in the screenshot. If anyone here is willing to private call and help me, or just message in DM's, I'd be very grateful!!

(I'm sorry if this is the wrong channel!!)

keen delta
#

I'm currently trying to connect this crack in the wall to the next room, but they're 2 separate meshes, how should I go about this

#

my only idea right now is to just extrude the edges and make those the back wall

#

if this does end up being my solution, is there any way to merge these edges like I would a face

#

scratch that, I found collapse vertices

regal sorrel
#

You can go into Vertex mode, select a vert (do one at a time), then hold the V key and drag to a vert on the other mesh. It will move the vert to the position of that other vert. Might also help collapsing the two verts with less texture stretching issues too after.

elfin oracle
#

How does one make a square cut on a face with the goal to make a branch of a hallway

young vapor
cunning lantern
#

I have this probuilder cube rn, how do I extrude along the bottom without changing the angle?

#

also is there any way to by default select 1x1 sections of an area instead of the whole thing until I cut it?

rustic rune
pseudo rover
#

why does this happen?

young vapor
pseudo rover
#

it is probably because of the geometry

#

the map was made with probuilder

#

anyways i fixed it

#

turning off HDR fixed the issue

haughty sonnet
#

these bright flashing lights seem to be a common problem with probuilder, seen so many people post about it asking how to fix it

barren oasis
# blissful granite

You're better off doing that in Blender or some other 3D program, that seems quite complex

untold marten
#

Does everyone get console messages on Saving their scene from ProBuilder? The following asset(s) located in immutable packages were unexpectedly altered...

barren oasis
heavy yacht
#

I'm using probuilder to build a large MOBA-style map.
Is it generally better to use one shape and add/edit that? For example I have a floor, do I pull up the walls out of that floor?
Or is it generally better to create new shapes for separate objects?

dark verge
#

I ProBuilderized this model, why does the texture look so different?

severe pelican
#

are there any other tools with probuilder than can enhance level design or am i just missing something in probuilder

half horizon
#

Your probably not missing any major thing

severe pelican
#

like object snapping isnt a thing

#

grid snap works but not the way most people would want

#

unity visual bug also trolling

barren oasis
molten raft
#

hey i have a question

#

why is there holes in my mesh but not in blender

heavy yacht
#

Is there an easy fix to get my material to line up here?

#

I also can't get it to show on the other side

heavy yacht
#

^ Unity 6 with probuilder

hearty hill
# severe pelican are there any other tools with probuilder than can enhance level design or am i ...

I use to use Probuilder alot and made lots of videos on it. I use UModeler X now, its a step up without diving deep into blender.
https://www.youtube.com/watch?v=oF570yxCXSA

Hey all I welcome to the channel! First time doing a video like this. Hoping to do more! Got to start somewhere! :)
Wanted to post here today with some of the work I been working on. Been using UModeler as my main 3D app these days and wanted to talk a bit about my process. More to come!

If you are enjoying the tutorials consider supporting ...

▶ Play video
pallid patio
glacial crypt
#

Pretty basic question but I couldn't find anything specific online, is there a way I can edit existing models, I want to edit models I already have for animation purposes

I've used tool -> probuilder -> pro builderize and now have this but I can't find the tool it's mentioning to edit it

green tendon
#

guys how to fix this

formal relic
#

project recently corrupted kinda of and had to reinstall every package and now probuilder did this to my map

#

object size is 0 0 0

haughty sonnet
#

if you mean the scale

formal relic
#

It’s read only

haughty sonnet
# formal relic It’s read only

oh, i thought you meant the gameobject's scale. well, im not sure how to fix this but now is a good time to learn about version control, to prevent a disaster like this from happening again

haughty sonnet
formal relic
#

Other people said it not me

#

I cannot name them either

haughty sonnet
haughty sonnet
formal relic
sudden torrent
#

Hey, how could i select the circled part without having to select each face manually

young vapor
jagged vapor
digital finch
#

just got started with probuilder yesterday, prior to using it everything was fine but now i simply can't align any object directly against the ground (ground was made before i started using probuilder). everything is always slightly floating above it or clipping into it and grid snapping or changing the Y position isnt helping

haughty sonnet
#

wait you said its floating above it or clipping into it? that makes sense though, what's your intended result then?

digital finch
#

i just want to connect new cubes and stuff directly onto pre existing walls/floors (that dont have the probuilder components)

#

so theres no clipping going on

#

though after much research, i think i might need to redo the old stuff into probuilder versions

haughty sonnet
digital finch
#

nah because with probuilder the Y positions work differently for some reason

#

not sure how id explain it

#

if i make for example the floor (old) and a new cube (probuilder) the same y level

#

they wont actually be positioned the same

haughty sonnet
haughty sonnet
digital finch
#

im figuring around with the origins

#

yes

#

i made them the same

#

and uhh

#

ok no im too confused to explain this

#

just leave it to me

#

thx for trying

haughty sonnet
digital finch
#

here, i gave both the ground (old) and a cube (probuilder) the same exact origin

#

even at this point, moving the cube up can never get it properly aligned right against the ground

#

(that second inspector screenshot is the temporary probuilder cube)

haughty sonnet
#

it's as simple as that

digital finch
#

youd think so right

#

but no

#

unity is completely cursed

#

it still doesnt fix it

haughty sonnet
digital finch
#

floor was acting a bit weird

#

anyways i managed to do it

#

not exactly sure how but with some configuring its perfectly positioned against the ground now

#

thx a bunch though

tired wadi
fading fulcrum
#

plz help why I can’t build a proper door

next ridge
#

Trying to make a fps level blockout.
I tried the probuilder, so far feels like blender but worse. I consider doing the modelling in blender and then importing to Unity and converting to probuilder object (so i can mess with the level).
Is that approach wrong?
also, is there a way to place a scalable grid texture on each object in blender like here https://assetstore.unity.com/packages/2d/textures-materials/grid-prototype-materials-214264?srsltid=AfmBOorfdTkCr1zHB_ELcLwbiZwvaWbNeQ3WVNJLPmoELg4lWxa8FYX_?

junior sorrel
next ridge
# junior sorrel in the Unity editor you would only move the individual objects when you have mod...

so to make something like this https://www.artstation.com/artwork/G8vrPV
i should be using probuilder?
if my game is low poly with mostly simple geometry (for example, like valorant). should i make a blockout in probuilder and when done testing go to blender and redo everything?

ArtStation

This level was made by me, and was inspired by TITANFALL 2.
I created this block-out and prototyped some mechanics (wall run, time travel) in UE4. I spent 3 weeks to make it from scratch.

You can download the build of the project here: https://drive.google.com/file/d/1iMgnW581IVas0GOYiLKMlN1zdZCFpE0T/view?usp=sharing

junior sorrel
next ridge
hearty hill
#

@next ridge - I would say there are different ways to approach block out to full modeling.
Probuilder is perfect blocking out without the complex use of Blender.
My Process is much different:
Blockout: Probuilder -> UModeler Final

This keeps everything in Unity without needing to export at all.
If you do export like me I use Substance Painter just to get the AO Map and Texture

heavy yacht
#

Anyone know of any guides or tutorials that teach how to set up a beautiful environment in Unity WITHOUT terrain? Preferably with ProBuilder.
Been searching YT, but nearly everything uses terrain.
Specifically looking for how to make it look good, not the basic probuilder setup.

#

Like I have 0 clue what I'm doing 🙂

young vapor
#

"making look good" is reliant on skill level

heavy yacht
#

my skill level in making things look good is basically -1

#

like I know what materials are, that's basically it

young vapor
#

plenty of level building tutorials that show common ways to compose a simple to complex scene, also helps having good assets

#

if you got money use Gaia or somethin

heavy yacht
#

Gaia seems to be for terrain, I'm building a MOBA, so need a very specific flat map that I can mirror, probuilder is perfect for that, I just don't know how to make it look good

#

Hmm, I wonder if any of their pro products would work for my game

young vapor
ebon widget
#

I created PB, and I'll tell ya - don't use it for Terrain 😛 It just isn't the right tool. It's designed for mostly hard-edged prototypes objects, eg buildings/objects/real basic characters.

I believe @limpid thicket was working on a fantastic terrain solution in her spare time 🙂

limpid thicket
#

I've got terrain tool I wanted to release but I got busy with life. I should really get it out the door

heavy yacht
#

Are you saying PB is bad for large environment setups?

woven lake
# heavy yacht Are you saying PB is bad for large environment setups?

More that it isn't really designed for doing the detailed art pass. Really, though, it depends on your needs. You haven't really given a strong reason to use or not use terrain or any other tool.

Terrain can be used purely visually, with a flat playable area and sculpting in the unplayable areas, or could even be used as an efficient flat surface for painting ground textures onto.

Use terrain if you need the things terrain is for, if you don't need it don't. Figure out your needs and pick your tools based on that.

heavy yacht
#

So how do you go from a prototype with PB to an actual environment ready for publishing?
Do you rebuild everything with something else?

woven lake
#

Terrain is a tool for making a dynamically tessellated plane yiu can paint on and attach objects to. Probuilder is a tool to do basic geometry editing. Etc.

heavy yacht
#

yes I know terrain and probuilder, I don't need terrain for my project and I made my environment with probuilder
I'm asking for tools to make it look better

young vapor
#

"i drew this stick figure, how do I make a monalisa out of it"

heavy yacht
#

I'm asking for basic guides and tutorials on the subject, I don't even know what to look for

haughty sonnet
heavy yacht
#

But I would also have platforms on the sides of the lanes (high ground)

haughty sonnet
heavy yacht
#

Game logic is fully 2d though

#

it can set up the ground & walls & platforms not?

#

it's basically just a large flat area with walls

haughty sonnet
heavy yacht
#

ok, so imagine I have a much simpler environment, similar to this, set up in probuilder
how do I get it to look good?

#

or are you saying that I should just delete my probuilder environment and use another tool to build it from scratch?

heavy yacht
#

experience with? how do I get started?

half horizon
#

making environments

heavy yacht
#

which brings me back to my original question from yesterday, where and how do I find guides and tutorials on building environments without terrain?

#

everything on youtube is about terrain

half horizon
#

you'll probably want to look for level design related things

heavy yacht
#

level design is extremely broad not?

half horizon
#

respectfully, so is your question 😅

heavy yacht
#

I've tried searching for stuff like "probuilder level design", but it just gives me basic tutorials on how to use probuilder, which I can do

half horizon
#

level design education is not specific to probuilder

#

here's a golden goose for ya, your welcome 😄
https://trello.com/b/AM3ZOmAd/level-design-compendium

half horizon
haughty sonnet
# heavy yacht which brings me back to my original question from yesterday, where and how do I ...

first i'd start learning blender, you're gonna need it because probuilder can't do stuff this complex (probuilder is only good at doing mostly blocky stuff). if you want your environment to look the same as in your example, you're gonna need to focus on sculpting in blender (maybe look up stylized rock sculpting tutorials or something)
and to make the textures look the same as in your example, you'd need to become an artist too (that involves photoshop or substance painter or something)

young vapor
#

its totally possible to do everything shown in probuilder

#

but you might need also polysketch for the more sculpted ones

#

what makes it look "good" are mainly the textures

#

good hand painted textures go a long way

#

the only blocky / blocks only for PB is such a trope at this point lol. Sure at the end of the day you might find easier tools in Blender / cleanup there but PB is capable if you know what you're doing

haughty sonnet
#

and this example picture i'd say is impossible with probuilder unless you import your probuilder stuff into blender or something

young vapor
#

it comes down to the "its not the tools that make a good artist but how the tools are used"

haughty sonnet
young vapor
#

basic shapes slap texture on UV map for it, you can't do UV unwrap like blender but it does create UV map for you

heavy yacht
#

so I need to learn to use textures

#

what else

young vapor
#

proper texturing is very important since most shapes are basic primitives (performance reasons)

#

what you shown, textures really elevate the art

#

thats why its important to seperate the Blocking out phase for proper scaling / level design etc to iterate over, textures and details come after all that is final

#

list which parts you think you will need to improve on and go from there.

at the end of the day this is exactly why 3D artists are a thing, they know how to elevate the simple blockouts to actual living environments

haughty sonnet
young vapor
heavy yacht
#

@young vapor that greyboxing video you sent me yesterday is actually really interesting

heavy yacht
#

but what do you do after greyboxing? is it really "just" apply textures & lighting (I know that's a LOT)

woven lake
# heavy yacht

You literally linked a picture of a terrain with some trees on it and asked how to do it without terrain.

#

You CAN, sure, but it'll be less efficient.

heavy yacht
woven lake
#

And it isn't like probuilder and terrain are in some way mutually exclusive.

heavy yacht
#

wait really?

woven lake
#

Mirroring can be done via script, or by just editing the terrain height and splatmap.

woven lake
# heavy yacht wait really?

Yes. You can gave a terrain for the ground, with probuilder objects for buildings. And then probably importing trees, rocks, etc. from blender.

#

Also for mirroring, you could just make that map into 4 terrains, and have two of them just be rotated copies.

half horizon
#

Iterate

#

Usually the prettying up of the level comes comparatively pretty late into the levels lifecycle

heavy yacht
#

I'm asking what to do

#

how can I test without doing something

heavy yacht
#

I know how to build stuff with PB, I'm asking how to make it pretty, how do I get started, what do I need to learn? I don't know!

#

All I know how to do is add materials and slightly alter the UV, but it never turns out good