Probuilder is not to make something look good its to quickly test your level layout, If your making parkpur game you would us probuilder to create a level with obstacles for the player to jump on. For example you could create a shipping yard where the containers are cubes. Once your level is how you like it press play and jump around see how it plays out. Once your happy with your testing, Go to your modeling tool of choice build a shipping container or find an asset. aonce you have the asset go into unity and replace your probuilder containers. It would help to enable probuilder edge size overlay this way you can compare with real life dimensions of a shipping container so replacing the cube will be more precise
#🛠️┃probuilder
1 messages · Page 5 of 1
Essentially your blockouts should be very low polly of the object you want to be there, a car would essentially look like a kids drawing of one. but its important that the dimensions are correct for your game
Actually, this is a good place to post - I am, of course, working on a new "ProBuilder" - would love to know (thread in here please) what people really want it to do these days. My general idea this time around is to align more directly with pure level design work, fast blockouts, setting up logic, that sort of thing. But ... more? Other? Different? I'd love to hear!
Might be better if you started the thread?
Actually, this is a good place to post
Hi in a tutorial I'm following this instructor says to change the shape to another color besides white. They do this as shown in the screenshot below where they select the white color under Surface Inputs > Albedo.
However with the latest version I've installed this is greyed out
havent used probuilder in a while but from first glance the top screen seems to be editing a URP material..
the bottom material doesn't have the _URP suffix.. maybe different types of materials? i do know that standard materials wont work in urp and vice versa.. but not sure if thats what the suffix is eluding too
I'm using ProBuilder, and specifically the PolyShape tool to create a room using the Flip Normals option. The walls, floor, and ceiling have been created, but there are gaps in the room that allow light to enter. How can I fix this?
Light bleeds could be fixed by using two faced shapes
Outer facing face will act as an occluder for the enviromental light which would fix this
If you don't want to do any two faced shapes for performance reasons you can have a manually placed plane obscuring inner interiour from outer light
how can i create two faced shapes?
Hi! You have a "default" material applied, which can't be edited. Create a new material in your project, then drag-drop it to the PB object 🙂 (and tell your prof to update their info 😛 )
Generally simplest to fix by setting the "bias" in the Directional light. But yes as @exotic tinsel says, you may need to put a light-blocking "shell" around it.
More info on this older thread:
https://discussions.unity.com/t/probuilder-meshes-show-weird-bright-lines-within-meshes-from-outside-light-sources/772153/3?clickref=1011lByfLpTu&utm_source=partnerize&utm_medium=affiliate&utm_campaign=unity_affiliate
In the material, set "Render Face" from "Front" to "Both"
Anybody knows how the hell do i keep probuilder from doing this shit
It literally did the exact same thing minutes before
I am trying to build an custom blocker mesh on certain rocks that prevents player from getting onto them, and beyond this occasionally happening, probuilder is great for it
I have been able to build borders for my map using it already but for some reason it really likes to do this and it completely screws me over
It's hard to tell what's happening in the image. Is it that thing where new vertices snap to a completely different plane when added?
They seem to suddenly start snapping to a completely differrnt height than rest in the oject
Anyone else experiencing a lot of errors with probuilder in the new 6.2?
Anyone understand why ProBuilder doesn't let me merge these two vertices? Nothing happens when I press "Collapse Vertices" 😕
Nvm just had to restart Unity
I've had to do it three times already
ProBuilder keeps breaking...
Has anyone else dealt with this issue? I have spent the past day and a half trying to fix it. For context, I am helping with the level design for the game while the others tackle other aspects (like the graphics/textures and coding). However, they asked me to move working on the levels directly to a project linked with the repository. When I set the project in unity up it was doing this. I verified that probuilder was indeed installed on the project and the URP/HDRP was installed. Even then, I can't seem to get probuilder to operate and don't know what to do. Any guidance?
Oh yeah that's happened to me before. Not too often, but every once in a while. I end up having to delete the polyshape and make a new one
@fervent terrace - You mean like this:
yezh
@fervent terrace I use both Probuilder and UMX.
With Probuilder try to select your face and then go into scale mode. Extrude the scale . This may take a bit of adjustments.
I made it with UModeler X. There a tool called the inset tool where you can pull in the side of a face and the edges are balanced.
yeah i just ended up using inset in blender
sorry
Gotcha! having a inset tool is good. what ever gets the job done.
https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/ref_actions.html are these buttons gone in the latest version of probuilder? getting used to the new interface overlays
Seems like the PB default material was broken by a URP/HDRP conversion. Create a new material (URP Lit, or whatever you prefer to be default), then go to Edit > Settings > ProBuilder, set the new material as default ProBuilder material.
Yup just right-click when you need them now. Also, they should show a pop-up overlay with the action info - eg, how far to extrude, etc. You can adjust it live, like Blender/etc.
@shadow kindle yeah c'mon guys fix this 😄 😉
Thank you I ended up finding out it was something doing with the repository and figured it out a temporary solution with a team member. I will need to give that a shot though once I get to my computer.
Is there a way to edit shape according to the grid snapping?
in what way? they should already able to snap if you turn grid on
For some reason it didnt seem consistent when under certain rotations and such
i wasnt too sure why
ohhh is it in global mode ?
Yeah
Hey everyone,
I’m working on a 3D Sonic-style game and I want to build loop-de-loops, corkscrews and spiral track pieces. Can this be done entirely in Unity using ProBuilder instead of importing from Blender? If yes, what’s the method? If not, what alternatives are there?
nope, probuilder can't do that 😔
it's pretty easy in blender though, i'd use that
you can still use probuilder for the simpler parts that don't involve curvy stuff though
oh damn that's a shame. I was hoping it could as it would make blocking out and prototyping levels so much easier by doing everything in engine. With blender i'd have to constantly, model, export, import, test and rinse and repeat until it's how I want it 😭
unity can take .blend files so you wouldn't need to export every time
it can?!
yeah
how did I not know this...
@broken marten You can do that with UModelerX, inside unity so you dont have to use Blender at all
that thing can do these curves? dang, why did unity buy probuilder and not that?
should not be a problem in PB actually
you can play with the Pivot and extrude into a certain direction
I did something like this for curved arched hallways.. Im sure you can probably use the same technique to do the floor
https://youtu.be/fvF1Lxe1cec?t=29
Struggling to create curved tunnels and hallways in Unity? This tutorial will show you a quick and easy method using ProBuilder! Learn the steps to effortlessly build stunning curved levels and take your game design to the next level.
Probuilder:
https://docs.unity3d.com/Packages/com.unity.probuilder@latest/
Probuilder is generally used for grayboxing, not actual gameplay usage. However, probuilder can be used for gameplay it was not designed with this intent in mind. Love the map by the way
@broken marten - Yeah its pretty easy using Polyline Tool and the Follow Tool
Its prob best to make some modular pieces, never tried to make Sonic style roads 😛
wait this is sick
is it free?
@broken marten - Not Free but I believe the 45day trial is still going on so you get a full copy for about a month and a half.
That's really cool! Umodeler really needs to update tha that UI though, yikes.
Personally, I'd recommend Spline Mesher by Staggart Creations, really nicely integrated: https://assetstore.unity.com/packages/tools/modeling/spline-mesher-280289
Side note, I've been really having fun extending PB myself, from the outside 😄 Doing all the things I wanted before! The API is amazing (thanks team!), highly recommend others poke at it too.
wish we could get that awesome menu back with icons 🙂
I mean, you can now 🙂 It's part of this pack. Not my pref but ... do as you like! I also added (worst of the worst) old-school editor panel 😄 😛 "overdrive toolset", let me know on our discord server or just DM if you want an early copy!
yes plz! 🙂
Bot ate invite. https://discord.gg/JVQecUp7rE
Thanks @forest vortex ! 😄
"doing all the things i wanted before"?
did unity not allow you to work on these things?
I bet its probably typical corporate where decisions are made with an entire chain of command making you jump through hoops, instead of just being able to add something whenever..
Honestly, I chose to focus on foundational work, Unity really needed that for good tooling.
Finally! Would love if PB folks here could give it a try, let me know what else you'd like to see.
https://youtu.be/14rB2bAL3Us
Free beta on Discord! https://discord.gg/JVQecUp7rE
After being acquired by Unity, we mostly stopped ProBuilder work – so, consider this the “Directors Cut”, all our planned helpers and secondary features, finally available! Check it out, and let us know if you’d like other additions!
where is the editor for probuilder? i remember there's a dedicated editor window for it before
hi, is there a way to cut the same shape with the same size in different objects? i have 2 walls and i want for them to have same door cut, but i dont know how (sorry for basic question)
Why this mesh looks so bad? PolyShape from ProBuilder. Can I somehow fix that? Trying to make boundaries of the map. Collider doesnt fit with the walls properly
I think you want this 🙂
https://youtu.be/14rB2bAL3Us
But also - in ProBuilder 6, the editor window was replaced with the (new to U6) right-click menu.
so basically, unity created this overlay windows api stuff which is cool. then proceeded to do a right click menu. didnt even have the option to use the previous editors and just removed it. and now, i have to pay(?) for third-party asset to have it back? i see.
Hmm? No it's free to download on my discord for anyone 🙂
Hey this is the map I created for FPS game by following the link https://youtu.be/OKpOJM3f5E0 anyone suggest me on improvisation! the whole map is 10x10.
This is the early stage of my FPS training map built in Unity 6! 🔫
No textures or lighting details yet — this is just the foundation for what’s coming next.
🎮 Tools & Setup:
- Unity 6 (HDRP)
- Basic layout and lighting for flow testing
- Early concept phase of the FPS arena
If you’d like to follow the progress of this FPS projec...
oh no... please enable grid snapping next time 😨
Thanks
the arrow icons red, blue and green present in the scene view is missing
I tried for
layout rest
Update the latest LTS version
Not found how to enable it! I'm stuck in here!
Are you referring to the gizmos arrows?
https://docs.unity3d.com/6000.2/Documentation/Manual/GizmosMenu.html
I am refering to this!
Try Window → Layouts → Default. Something got messed up with your editor layout, like maybe you had an editor window open from a plugin that you removed.
what plugin might have caused, I didn't removed any.
probuilder probably did it? you can probably also just do Scene tap right click → Overlay menu → Orientation Click
yep this worked thanks!
Or, in the Scene View, use the toolbar to toggle it on.
cool
Checkout https://youtu.be/LBPU_68-_00
I created a 3D Infinite Maze using Unity – a never-ending labyrinth that keeps players guessing with every turn.
#Unity3D #GameDev #InfiniteMaze #IndieGame #CSharp #ProceduralGeneration #GamedevJourney
Ping me when you answer.
Tell me about the brand spankin' new Probuilder!
scroll up
i want the newer pro builder but i dont like there isnt a window anymore
downgrade the package
or i think someone has made an extention/asset for it ?
or try the version of probuilder the original dev making
https://youtu.be/14rB2bAL3Us
Free beta on Discord! https://discord.gg/JVQecUp7rE
After being acquired by Unity, we mostly stopped ProBuilder work – so, consider this the “Directors Cut”, all our planned helpers and secondary features, finally available! Check it out, and let us know if you’d like other additions!
alright ty
i cant find the package?
which package ?
help I'm unable to extrude edges in probuilder!
Anyone know how to cover up the bottom side of the stairs? I hate seeing it just being invisible
Uhh check if the material renderer is set to two sided
material got nothing to do with it staircase by default doesn't make the bottom
Not really knowledgeable about unity nor this asset type stuff
but can you guide me? where can i check that
so theres no possible ways to cover that up?
Oh my bad according to nav thats the default
id go with blender if theres none
You can but might require a bit of work especially on a curved surface
maybe you can give bool function a try
how can i do that, is that gonna be a separate script or something just for this block of stairs? ;-;
and what exactly would that do exactly
try filling the hole first
with bool operation I meant this one
https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/boolean.html
but fill hole should work
how were you able to do it like this?
set yourself to Edge mode, select the two opposite edges and right click to get context menu
ahhh!!! thank you it worked!
does anyone know how I cant cut a clean square hole in this pro builder shape (its a hollow block representing a hallway)
edge loops
heard of that but cant find it
id suggest looking through all the PB tutorials especially concerning v6 since things are changed.
select the mesh in edge mode and right click edges to insert loops
alr thx🤙
tip : holding shift extrudes
ye found that out already
thats how I made the hallway (started of as a flat cube )
idk if thats the best way but worked
there are many ways to approach something
I made the shape myself trying to make a curve, now how can i actually make it literally smooth curved structure instead of being a flat plane to plane?
smoothing groups? or what do you mean
I just want it to make the curve actually curved and not rough like that said image above
this perfectly curve is from the arch shape which has a built in function to increase its side counts, the other doesnt because its self made shape, so i just want to know how to make that a curve
You tried smoothing groups ?
im still confused on how that works, i selected the rough edges, then selected a number(group)...
it should be smoothed now, did it smoth it ?
no
not the best but you can merge the faces
Is there a way to like, re-import probuilder? Even when starting a new project, the "extrude edges" option is still greyed out
guys what was the fix so textures dont tile differently on different sized walls for example?
HOW DO I DISABLE THIS!?
How do you guys usually put materials on walls so it doesn't get stretched? I made 1x1 walls for every meter and masking it with the default walls.
How should I do it? Make 10-15 materials and tile all of them differently?
Okay, SERIOUSLY!! Who thought it would be a good idea to remove the previous ProBuilder interface and replace it with what we have right now in Unity 6=!
AGREED, I don't want to constantly open nested right click menu's damn it!
don't scale the mesh but use extruding
I'm not really sure what you mean, I did use extruding
show
show inspector
There, is 1.5 on the z a problem?
maybe.. first I'd check the UV editor and set it proper there too
There is a uv editor I see
Yes, I'll set that up thanks
I have no idea how this works, can you quickly explain the usage of it?
@mikhail_52 muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 55 seconds
Is there a better way to align UVs then to select each face and align that?
Not every face is the same so I need different properties for each
Anybody knows?
anyone know how to change tiling of probuilder materials
hi guys, am quite new to Unity and learning Probuilder - is there a way to toggle wireframe on objects so I can see edge loops, subdivisions etc?
maybe this works? not sure cause older versions had it in a different spot. also not sure if the shaded wireframe view is good enough for you
https://i.imgur.com/lpB16rv.png
hi John thanks for the reply! That looks great but is there a hotkey or something for it? like in 3d software you'd hit '4' or something for shaded on wireframe
either way will check it out ty
can someone help me, i wanna delete faces for a door but the surrounding edges are empty and leaves a gap im using probuilder
fill hole is greyed out
nvm it just undoes what i just cut
what am i supposed to select
You need to be in the right mode for a tool. You should go through the ProBuilder tutorials.
how do i fill the edges out
There's also this you can try:
https://docs.unity3d.com/Packages/com.unity.probuilder@5.2/manual/Edge_Bridge.html
this doesnt work
ive selected 2 edges and its still greyed out
Okay, well these two options are what you use to collect vertices and add faces. If it doesn't work, then it could be how you're using them. Find a tutorial or something that explains them in better detail.
so you cant help me
I did, I provided two options that the tool gives you to bridge faces.
Ah, okay, you're a hand holding required user. Yeah we get those from time to time. Good luck.
Ah, okay, you dont know unity. Yeah I get those from time to time, Good luck.
@whole prawn you seem smart can you help
@sonic timber Don't ping people not in conversation with you into your questions. Also don't spam off-topic, read #📖┃code-of-conduct
my deepest and most sincere apologies @forest vortex
chat how do i put a door here#
You go through tutorials and learn to use the tool.
what tutorial
all the ones ive seen are usecases that dont apply to this
Using the bridging tool is how.
The ones on Unity Learn https://learn.unity.com/tutorial/more_probuilder_tools
Unity Learn
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
the edge bridge?
what do i select to fill the hole, opposite edges doesnt work
the wiki doesnt show either
so this is basically just a cylinder, how can I add a face from the outside? it looks like a one-way mirror at this point
what you could do is select those faces, duplicate faces as a separate gameobject or as a submesh (stays as one piece,) up to you . Then simply flip face normals for those faces
thanks thats what i ended up doing yesterday
anyways is there a way to subdivide the middle part and make each of those faces a separate game object?
(im looking for a way to make a destructable object)
the process is the same , subdivide how you want then use detach face option as separate gameobject
How to improve the quality? After I built the project into an apk file, the quality dropped, the shadows disappeared, the material quality dropped, etc. (onn the phone)
this isn't a Probuilder question..
I keep getting this error when trying to install probuilder, anyone have a solution?
Edit: downgrading to 2022 lts solved the issue
restart unity and/or delete your library folder
That didnt work but downgrading the unity version did.
upgrading ProBuilder probably would have done it too
I was doing a fresh install.
What is this dropdown used for?
Also I keep getting this error whenever I add any material to any slot. I didn't write or edit any code or scripts.
Alternatively, can I just apply materials like the usual way (the way I apply them to Unity primitives), instead of this material editor? Or is it needed (for some reason) for objects made with ProBuilder?
yeah you can, just select the faces and you can drag them on
doesn't work when your selecting multiple pro builder objects though iirc
how would I fix this shading issue here?
Probably more of #1390346776804069396 question than probuuilder
Why is there no more editor window for pro builder but it's all under the Tools menu on the top which is really weird
before it was like this and you didn't have to go painfully through that menu each time
I'm using a custom on trigger event script to detect when I touch that fence or move away from it. I made the object using ProBuilder. But it seems like "Convex" checkbox makes even the empty area detect as enter/exit. So it keeps running even if I'm near the wall or in the middle of those walls.
It's like a room (4 walls and an opening on one wall) but no roof.
Like a fence.
I want it to detect enter/exit only when I'm actually entering those walls.
It's treating it as a filled box instead of hollow box.
Use an trigger collider only at the fence gate
I want to detect whenever character collides with any of the wall.
You can setup box colliders there
Using one for each wall?
If I use the same mesh and add box collider component, it has same issue. So I guess I need individual collider meshes for each wall.
Just create an empty object and add 4 trigger colliders to it
I did same for now
Any idea why my shapes are disregarding their form when I hover over them with a material preview or Polybrush
If I reset the shape then Ctrl Z it fixes it, but it's very annoying and finnicky to do
Figured it out, it's this
when i create a box or something is there a way to automate applying physics materials to different faces and tags etc?
its really annoying to separate the faces individually to apply different tags and materials
Prefabs it is then
Does anyone know how to fix this warning? Because my game keeps crashing
I fixed why I was crashing
but I still dunno whats wrong with this warning
You have to share at very least the versions you're using, this message alone is pretty meaningless
very likely its a bug / oversight in PB code
quick question how do i get the probuilder window screen?
can't its all context menus now.
use 5.x or use the new probuilder https://www.overdrivetoolset.com/probuilder-plus/
Thanks for the link
I've seen a lot of youtube videos on how to use probuilder to make internal spaces, or one building inside and outside in a void, but I was hoping for something that could help me wrap my head around building an external space - like a few alleyways in a city or a village.
I guess my main question is this: everywhere I see people using the extrude function to do basically everything, but when I that in my scene of the city it makes it difficult or impossible to move the buildings around after the fact. Should I be building as seperate objects and then plop them onto a plane?
yes
Why is my polyshape tool build my shape at some random plane (y=? ) I want to make a somewhat regular shape and click and snap to a visible progrid. I also tried adding a large basic 3e plane, when create any other probuilder shape it start on this visible plane with the grid, but starting a polyshape the points don't match the grid, and then after I extrude I see that probuilder decided to start my shape at -280
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I am selecting one vertex and doing this Set Pivot to Selection, but when I exit ProBuilder edit mode the pivot is still not at that point
Should be at the base like I selected here but it's way up where there is not even a vertex and only one selected anyway
Solved. It was because of this selection in the scene view
I am trying to probuildarize this model so I can export it as an STL and 3d print it, but when the objects are selected the probuildarize option isn't available. I'm very new to this, but would really appreciate help
probably because you don't have mesh only selected, anyway why probuildirize it in the first place?
None of this needs probuilder/unity. Put it in blender or something more appropriate for your use case
I acquired the model from a friend as a Unity package, and when trying to export it as an FBX to put in to blender, it doesn’t allow me to export the Model and Animations. Plus, I have zero blender experience on top of that all 💀
where does probuilder even come into this though ? why would you need animations if its going to be printed anyway
I posed the model myself. I think that counts as an animation
again still doesn't answer why you are trying to probuildarize it..but you only need the fbx use the package
Probuilder was recommended when I looked up how to export unity models as an STL
So that’s what I’ve been stuck on
info was wrong
Probuildarize- > merge objects -> export
you can just export it as fbx , put in blender and export whatever format you want
If only that worked
Guess I’ll look into that instead
I mean probuilder could export as STL but you probaby wont get the animations that way
Damn
and probuilderizing sometimes breaks
yeah its not really a modeling program like blender, mainly just grayboxing into unity
Well, thanks for the help anyways
I directed you here to be aware of this tool, not to ask general questions. Check the pinned messages for tutorials on how to use it.
soooo, my probuilder meshs keep vanishing, anyone knows what could be the reason??
this is the object when is putted on the scene
this is the same object, after I change a bit of the thickness, it was invisible before i made a change
it was not hidden below, there is other 4 objects that are the same way, and you might think, so this is solved right? no
if I update the prefab or create a new prefab, the probuilder meshs will vanish again
the only exeption it seem is when I change so the object keep being active when I instantiate it, but I would apreciate if I could at least understand why this is happening
the read only object size seem to be the only thing that changes between the two
to be honest probuilder stuff in prefabs just exploding is something i've never found a solution for
Might be a good idea to not keep it in editable state and export to .obj file to use. Can always convert it back if you need to.
ohhh boy...
For prefab use, I'd suggest using the "Meshes are Assets" toggle in the PB prefs. It works very well, we just never quite finished the workflows around that. I've been poking at it with PB+, but is a big big area 😅
Hmmmmmmmm, thanks!
I just started to learn using probuilder and i want to create a path on my gameobject but when i use polyshape it just goes through the gameobject while creating simple shapes works just fine
erm maybe i shoud just cut out a path on the objext and extrude instead
Cutting and extruding will create much messier geo, the separate shape is best.
I just tried this myself ... looks there's a bug with polyshape not respecting geometry, going straight to the grid.
If you hide the visual grid (the top button in image), it will work.
Feels fair to note, since Unity isn't updating PB anymore, that I'll add a fix for this to my PB+ task list 🙂
https://www.overdrivetoolset.com/pbplus/
Oops, image here. So toggle the one with the "Y" (might have X or Z" in your setup, it's the top one though). That'll hide the grid and let you draw onto shapes again 🙂
I need to cut simple polygons in planes, maybe other shapes later. I used the arch tool, then deleted from faces and closed it off into a solid shape. When i applied the boolean with plane, it came out a little messy but I deleted everything I didnt need. This mesh just looks like a disaster. Is there a better way to do this?
Best to avoid Boolean if you can. We never got the chance to fully test and build it up.
Can you share a drawing of the shape you are hoping to end up with? I can show you how I would make it! 🙂
Right now im taking planes and adding a hole mask on it with a material (and having to scale and align the mask)
Then I have to create some box colliders around it to get this 2d art style
I was just tryign to see if i could use probilder to make quick meshes to fit doors better, or to maybe even cut holes in meshes.
Super cool look. Ok, so you need to create both the outer arch (a flat plane), and the inner arch, also flat plane?
yea, right now i have a wall texture that i set to world space so it will automatically align textures. Then i can connect a quad walls this doorway setup i have here and the textures align
cool, I'll make a vid, 5 min ... 😄
no rush, im a little preoccupied until this afternoon, ill check back when i can. I appreciate anything you can share!
Uploading, should be done in about 3 min 🙂
https://youtu.be/M3AP2XqfC68
Thanks that is super useful, I really appreciate it! I can likely use this trick to make some basic mesh colliders as well. I was doing this by drawing a mask and then trying to scale and offset the image to fit which felt like a bit of a pain (image for example) on material. I'm thinking that making meshes in probuilder or blender may be the way to go.
Cool happy to help!!
Is there any way to install earlier versions of probuilder in unity 6?
I'm not a fan of the new UX and everything being located in right click menus or in the toolbar so if there's a way to switch probuilder 6 to an older style of UX that would also work for me
You can use PB+, it's free and adds features too (see bio)
assalamualaikum
WaAlikumAssalam
didnt have time to check pf ; D
Using polybrush to sculpt these little planets
Unity spheres are too low poly so i made a 7 subdivision UV sphere in blender and imported it.
IT WORKS
but now i have these strange seams when paining textures. Any idea what i should do?
・Set custom actions to the overlay menu (like shortcuts)
・Display icons and action names (icons alone are confusing)
・Brush-based painting and sculpting (no more Polybrush)
Please include at least these... Isn't the current design outdated?
Weird Seam with Probuilder Walls
Hey, I'm providing most of this (not painting yet) for free with PB+, Actions Pal, other. Free and yours to keep/use/modify as you like 🙂
Got one small question regarding Probuilder:
Is there an option to do proportional editing?
This could be a couple things, can you give an example?
Basically
In blender, you can select a vertex/edge/face, and when you for example, try moving it, then you can toggle "proportional editing" to move all nearby vertices/edges/faces at the same time, but often with some kind of falloff
Here is a link with it explained in more detail in case I explained it poorly:
https://docs.blender.org/manual/en/2.81/scene_layout/object/editing/transform/control/proportional_edit.html
So was wondering if there is a similar feature to this in Probuilder
Ahhh that's fantastic yes! I totally forgot I always wanted to add that 😄 it shall be done 😉
(er, to clarify - no PB does not currently have this)
Ah, thank you for telling me and I'll be looking forward to the future!
Soft Select / Proportional Edit for ProBuilder (progress tracker)
Is there a way to brush paint on a sphere without poly brush? i was unaware
Nothing in default Unity for this, no. You'd need a custom asset package. Unless something really new and cool was added in 6.3+ 😄
Hey folks, in case anyone else gets the "points aren't truly snapping" trouble, here's the script that fixed the seams issue above 🙂
- place it in a folder named Editor (eg, "Assets/stuff/otherstuff/Editor")
- select the verts to be super-duper-grid-snapped
- use "Tools > ProBuilder > Push Verts to Grid" , you can also assign a shortcut if you use it frequently
This is a custom solution for PB 5.x, if you have PB6+ then PB+ is the way to go 😉
Happy snapping 😄
That looks awesomee I need it
how to fix this?
That's an issue in current ProBuilder, I hear the team is expecting to have a fix soon. You can safely ignore it for now.
I used options Set Collider and Set Trigger from Probuilder menu. They work. But they show these green/yellow materials. Do I need to remove them? I see them both in Scene view and Game view. Shouldn't they be invisible in game view?
When you enter Play mode (or in your build), they will be hidden automatically 🙂
My bad, I had removed Set Collider/Trigger scripts manually but those green materials were still there. So they behaved like normal visible materials. I added those components again and now it work as expected.
Ah, I didn't even recall that it used components like that. Been so long. Maybe I could change that. I assume you removed them to clean things up? Understandable for sure. Could use tags/layers/something instead ... also, I think technically on build, it simply does a one-time pass and removes all the PB components and hides those objects (keeping their collision active, of course). So it's not something to worry about in-game at least.
I was just exploring probuilder. Yeah I removed the components thinking that all it needs is that green material to work as trigger and collider lol. Technically I could use simple Unity objects too instead of probuilder.
i was wonder how would i create hollow cube in probuilder?
i searched and i saw suprisingly no results?
anybody know how?
mb just needed to flip faces
😌✌️
Hi hi 🙂 Yes, exactly the flip!
- create cube
- use "Flip Normals" action, done 🙂
These are 3 verticle edges. I want to merge them and make single vertical edge. I can't find any option to do so. Is it possible?
In standard ProBuilder:
- select the two middle verts
- use Collapse
- select the new vert
- add-select a bottom/top vert
- choose "Collapse"
This multi-step process should work 🙂
Or, using PB+ (sorry folks I gotta point it out here 😛 )
- select the verts, use "Dissolve", done 🙂
Yeah I found that option right now. I also tried another option "Weld vertices". It seems to work with distance you specify. But I guess both options eventually collapse vertices?
Yup, weld is more for ... you have a lot of verts pretty close, you want to "zipper them up". so they'll smartly collapse together. Collapse is just a black hole 🙂
Thanks
Hello everyone. I'm new to unity and probuilder. Is there a way to change the color of the default shaders so that they're easier on the eyes?
never mind. just found it lol.
I am having a weird problem where when I resize it by an increment of 0.25 it is showing these decimals that are all off. Idk how to fix this
Scale is not super exact, the numbers will slowly get off. Better to do actual vertex/edge/face editing. More importantly though ... the warning (yellow text) in the console seems to show that your object is too large. What are you trying to build? there might be better options.
Im building props for my game
Do they need to be so large? 500 "units" is half a kilometer. It would be better to use several partial objects, if you do need that size.
No I am scaling by 0.25 and the max size it would be would be around 20-30
Also making buildings too
Ah ok. So that warning must be something else. So I'd suggest ... use ProBuilder's mesh editing instead of scale. That's the simplest solution 🙂
I tried probuilder but I don't really understand it
Easy peasy!
https://youtu.be/VCt3UoGnlLI
UPDATE: I've built a newer version! https://youtu.be/14rB2bAL3Us
Is there a drawback for having big objects ?
Unity (all game engines? all 3D software) gets wonky at extreme scale, IIRC. And apparently (just judging by the warning in that screenshot above), it's extra problematic if the object has very few verts in the geometry. I'm no expert on this, but from what I've heard, it's a "floating point" values thing. I've seen various games where they solve this with tricks like moving the world, instead of the player (so the player is always relatively close to (0,0,0) which keeps the wonkyness down).
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Would it be easier to create my indoor environments using probuilder compared to blender? I'm not much of a visual arts-guy lmao so I'd rather use what's easier 😭
And plus im new to both either way
arguably Probuilder is easier to start with
New to probuilder.
UPDATE: I've built a newer version! https://youtu.be/14rB2bAL3Us
why is my UV Editor empty? where is the texture ?
That's not a probuilder model is it ?
model random/ no bilder
well you do realize UV editor is a Probuilder tool? It works with probuilder meshes.
if its not a skinned mesh you can probuildarize it, or just use blender.
@young vapor @rain gate Yup it does need to be a PB mesh - you can use "ProBuilderize" to make any mesh a PB mesh, then you can edit it. That said ... this appears to be a vertex colored object? Or multi-material? Those can all also be edited by PB, but same thing (need to convert). Tools > ProBuilder > Object > Probuilderize
Oh hey! 😄 Let me know if you need any pointers/info to start 🙂
Hey! 👋
I'm making a small horror game in Unity. I already have movement, sprint, crouch and camera working.
I'm still a beginner and trying to build my first map (school corridor style).
Do you have any tips for level design or making it feel more like a horror game?
Thanks! 🙂
okay ty
If mods don't mind, I think this is an ok place for the question, as I read it. The category title does say design of levels. Delete/move my reply here as well if needed 🙇♂️
I would suggest looking up the Left 4 Dead (and maybe other similar games?) developer mapping videos/posts. I seem to recall some really interesting deep dives and explainers on how they chose to build and layout the levels. Of course, that has a multiplayer aspect, changes some of the design.
Another good idea is to watch some good horror movies (or, parts of). There are lots of good architectural and lighting tips in those, like:
- long creepy corridors
- "downward" slopes - subtle thing that affects our old brain parts about going "underground", vs straight/up
- hallways that get smaller as you go. feeling of being forced/closed in on.
- rickety bridges/etc, dangerous env adding an extra level of anxiety
- lighting, lighting, lighting ... so key to good horror, and key to level design in general
All this stuff you should be able to block out nicely with ProBuilder in Unity, tweak and edit with playtesting, etc. Then detail in Blender/etc if needed.
Hope it helps!
is it possible to import meshes with world position of blender?
If you don't have Apply Transforms enabled, and are exporting to FBX with correct units and axes this is how it would work without having to do anything special
Question more suited for for #🔀┃art-asset-workflow
Hey! 👋
I'm making a small horror game in Unity. I already have movement, sprint, crouch and camera working.
I'm still a beginner and trying to build my first map (school corridor style).
Do you have any tips for level design or making it feel more like a horror game?
Thanks! 🙂 and please a cannot build
hey buddy... you literally asked this 3 messages ago. and you got an answer from the creator of probuilder himself, who you ignored completely.
explain yourself
because i really need a builder and im really sorry about it😩
Okay but you already been told this isn't the server for recruiting people and should be done on the website linked to you .
#💻┃unity-talk message
@orchid plaza This is the ProBuilder channel.
Check the pinned resources as well before asking questions.
how do i connect this edge on the other side? im kinda new to this pro builder 6.0.9
Select the two edges, right click and bridge
i see thanks though whats the difference between bridge edges and connect edges?
Bridge adds another face connecting the two edges, Connect will generate another edge that will connect the two edges down the center
ohh i see, thanks alot
I just Probuilderized an Synty Polygon Landing Pad building prefab and it become glow, anyone what caused this?
Known problem?
how's this related to ProBuilder ?
have you tried a different project to see if its not project specific
Yep, still the same effect on this object
After probuilderizing object become glow, disabling emmision on material have no effect on glow
Cause object become glow after prebilderizing it, was thinking this is known.
this was in reply to someone else...
on the original material emission turns on ?
sounds like a bug
Yep after turn off same effect
I've seen this happen when the mesh has errors after pbize. Can you try on a simple cube to test? Also, try using "Weld Vertices" on all verts at once, after pbize on the Synty object. That might help, if it's somehow created lots of overlapping verts.
This wall dosnt give a "yellow ish" preview when i hover over stuff?
Thanks for suggestion but cube after pbize not become glow and while that Synty building after checking "Weld vertices" and then pbize still become glowy, sadly.
interesting bug with probuilder, anyone else have it on unity 6.4 ?
ive done a bug report, im just curious if im the only one who had that happen
Turns out it has to do with this, if you are in "grid" mode and then select a face and move it, it breaks and flies off
also grid gets renamed to element when in face selection mode, and keybinds to cycle through local/global/grid doesnt work while in face selection mode
Wait there's a "Grid" mode in Unity 6.4? I'm falling behind 😄 That's interesting. Too bad it has some issues. Have you tried using my own Grids thing instead? 😅 Purpose-built for PB.
Hard to tell what's going on here, can you give more details? Thanks!
Yeah and its not very good <w>
well idk it is probably very versatile or whatever but ive found two new bugs using it so far after this one ive just showed here, not so awesome
One is rotation snapping being innacurate sometimes and the other is stuff snaps to the wrong grid when using local mode on the handle
And again shortcuts generally not working right
Raah
Hi, does anyone know how i could make all of this the same height? (pls ping if you reply)
on god this pisses me off
tried restarting the editor too doesn't fix it
worse part is it was working just before I made this object
This seems the same issue as the one if you scroll up a bit. Seems to be related to the new grid system.
yea I fixed it
Select each vert and snap them to the same height
but how do i snap it to a fixed height if i cant see the heights yk what i mean?
Just snap them all to have the same height first, then you can select all the verts you want and move them to the height you want
Im completely new in this space but I specifically want to focus on designing environments, what tools do I best use for that?
Yeah but i dont know how to snap all of them to have the same height yk? Like how do i makr one vertice match the height of another?
turn on snapping and move the vert up or down, now it is going to be at a set height, you can do the same with every vert and they will all be set to the same height
You mean Unity specific tools?
ahh i see, thank you very much
if i want to make a sort of entrance here, should i do that in blender or probuilder? I really dont know for what to use blender and for what probuilder
Use probuilder for grayboxing and simple meshes, use blender for more complex stuff
ok ty
anything
unity tools for greyboxing, blender for detail?
pretty much
I usually use probuilder for the final product
hey there is anyone here good with probuilder?
every time i place a object it just this texture it used to so like one meter on the texture so on
Looks like PolyShape not respecting geometry was never fixed? :-(
https://gyazo.com/b041cc6be9b3a613701f679bc89946cf
I guess I'll have to get PB+, it looks great so it's probably worth it
I did as well, but I figured out that probuilder models are serialized to the scene, which can seriously bloat your scene size. So if you want to model stuff in probuilder it is best that you export them as FBX.
Do you make caves with probuilder in unity or do u make them in blender?
it depends what you prefer or what kind of caves you want to make
i think blender would be easier unless your caves are really simple shapes
okay ty
oh damn alright
what about creating a fully fledged level? like mapping it out and such? (like a dungeon map)
Well like any modeling software you can do pretty much anything with probuilder, its just got its own limitations so you should choose depending on the amount of detail or complexity of your level.
if its lots of curved and complex geometry, go with blender.
if its just boxy rooms or simple things that you can do with probuilder's tools, then go with that.
I like probuilder because i dont know blender and having it directly in unity is handy, if you already know blender i think its a better idea to go with that, as its go much much more tools
if you really dont know just look at what other people make with probuilder or look at the tools it has and if they fit your needs
You can even use both if you have a mix of complex and simple geometry
ive made many full levels in probuilder but its becasue i dont know blender, often i get into situations where i gotta model the more complex things by moving individual verticies or edges and its really tiedeous lol
Go with blender if you already know it
okay ty, ill go with probuilder as i just need a simple small map for my game
Can i modify this blender model with probuilder somehow? i want to change the height of the middle pilllar
tysm!
i wonder how to see collisions in editor
you have to enable gizmos
also this belongs in#💻┃unity-talk
this boolean tool is buggy
How can I make it carve into the object without anything being left from the cube
its mesh based and not great, booleans are going to kinda suck, for the case showen above i would just extrude into the wall, and setup what ever edge loops you need to do so
ima ask here as i cannot find it anywhere else any one got the unity package for probuilder 5.2.4 i cannot use any of the newer versions of it as it is diabolical "here have a cube" is lit all it can do, i do not care that there is a new version, i do not care if there are bug i need that version, i cannot get it to do anything im used to and ive been sat here for 2h trying
as it is diabolical "here have a cube" is lit all it can do
what?
i cannot get it to do any mesh vertex or rotaion snaping like v5 has
or edditing for that matter
if its a probuilder mesh then yes the option is there, did you check the manual it specifically mentions this
https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/modes.html
i did not i thought it would have stayed the same and i would be able to carry my 3 years over and not go digging though forrums
things change, you should be mindful to keep up with them.
You update a new editor version and never see what change ? strange..
there is no digging needed, literally consulting the manual for a second would've answered it all
https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/whats-new.html
im comming from an old unity version where v5 was the latist and now my studio has swiched to unity 6
its also mentioned here.
keep it in mind next time you upgrade into new things
https://docs.unity3d.com/6000.3/Documentation/Manual/WhatsNewUnity6.html#:~:text=ProBuilder
anywho here is a video if needed for side by side.. context menus is pretty much the only difference though
https://www.youtube.com/watch?v=cv4e8fH2kQs
UPDATE: I've built a newer version! https://youtu.be/14rB2bAL3Us
thx man i hate when things change lol
yea, when its drastic change it can throw ppl off
so how do i gert it to do that then this is v5 in this pc, idk how on the newer version, is it not supported or? and im on about how i can build a shap on a shape and it will keep the rotation of the shape im building on
whats it doing now instead ?
wdym like this? or am i misunderstanding what you're asking
exsacly like that
weird its working fine for me as you see
huh..you tried extruding out instead of in?
try it with probuilder 5 then. Remove the current package and add a specific version in package manager when you add by name
cant wont allow anything older than 6.0.8
like this ?
i havnt tryed that 1 sec
weaird that work thx
ok nvm it stright up dosnt work lol its some how worse than 6
ill just dev in old unity and export obj's
Hey, guys! Is there is a way to actually seperate meshes in Unity?
Let's say I have clicked a game object and there are two meshes or more
on this single object selected
In Unreal Engine there is a tool within Modeling tool it's called seperate if I remember.
its tri select basically
I am playing with Rendering Layers with Lighting and you know I have some difficulties because I dont want some of my meshes to be affected by light but some of them to be and they are combined together and I have to split them.
I think I can do within blender but I dont want to mess right now with it because my models are already fixed and I dont want to break anything
anyone else get this issue with probuilder in unity 6.3 LTS (6000.3.10f1)
when i go to use the right click context menu buttons, this pops up and i can't edit any value
keeps popping up this menu action settings overlay and none of the buttons do anything
Hi, catching up and helping - if not already answered, use the scale tool + snapping, in the direction to align (y for height, here).
hahah better late then never, someone already helped me but still thanks
Hi, sry late response - if you can send me a list of issues, I'm working on solving many with PBplus. 🙂
Yup - use "Separate". Should be available with faces selected. You can separate to a new mesh (GameObject), or submesh.
Once you call the action (eg, Extrude), an overlay should show with the options.
sorry thats not the screenshot i meant to post 
clearly unity had too many drinks becuase it kept duplicating itself over and over again
Bro it was Unreal Engine
The question was if there is a similar tool in Unity's Pro Builder tool
or something that I can use to seperate meshes
they literally just told you how 😂
Hi, i have a question:
When i was working with blender i needed to make my models thick, for light to not penetrate them. Is it the same when working with probuilder? or are the walls from flipping normals of a cube enough?
you mean you want light not to come through the backside of one-sided meshes?
yes
@obtuse tendon check this out, from the creator of probuilder
oh i see, thanks!
I'm pretty new to Unity. Does anyone know why my Character Controller is falling through a plane? And how can I fix this?
show screenshots in #💻┃unity-talk
this isnt a probuilder question
yo
i came from roblox studio
i want to try building in unity
can i have some tips?
!learn - You should start with Essentials course on Unity Learn. If you have ProBuilder specific questions, checkout pinned manual and resources.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
My character fits fine through 2 height holes, but whenever the wall is completely flat it needs to be 3 tiles high in order for my character to fit through. What's the cause of this, and is it possible to fix?
Also, im following a tutorial where theres a mention of increment snapping, but i can't for the life of me locate the settings for it
We can't see your character's actual collider gizmo(s) here - nor do we know how it's moving and what obstacle detection, if any, your script has
When using Probuilder in Unity 2022.3.62f3, I noticed that when I create a New Poly Shape, right mouse clicking also creates a new vertex point. I don't recall this being how it worked in previous versions, and it makes it impossible to move the camera while creating a new shape. Is this just a bug or an intended feature?
It also seems like Middle Mouse Click adds vertices when in Poly Shape tool
I don't think this was how it worked in previous versions
tf?
(This happens on the Newest version of probuilder)(I selected a cube from the probuilder tool and it started to act weird when I rotate it , scale it , or even move it the problem occurs randomly after starting a new project and is bumming me out)
damn
(Fix: unity 6.4 sucks don’t use it)
man i want the probuilder window back ;-;
the tab thingy
You deleted it?
ahh ik that but you cant put it next to inspector now irght?
I have an issue with probuilders light maps:
I can't fix the Real Time GI Lightmaps
removing the faces and then adding them back is not fixing it
Does anyone have an issue with polybrush's vertex painting not working inside convex objects?
<@&502884371011731486> spamming that in multiple channels
Hi everyone! I have been trying to get the alpha clipping working with the probuilder material (to add dithering transparency), but it seems like the material is not affected by that property at all? I am extremely beginner with Shader Graph, but it seems like with those values I shouldn't have anything visible at all (alpha is smaller than threshold here, period), and yet the material is rendered normally?
i'm on unity 6.4, anyone ever have an issue with probuilder's move function acting squirrely? its like the scale is off
if i grab a face and move it my mouse a tiny bit it moves like 10 meters and is very slippery
Its a bug from the new grid system
Hi everyone, Im not sure where to ask this, but my Transformation Gizmo is following my mouse when i select an object instead of staying on the center of the object, im not sure how i made this happen
I am on Pivot Mode
can you show what you mean
ill try but it needs to be a video if anything
anything helps
ohh.. so its not a probuilder question.. #💻┃unity-talk
looks like its stuck in vertex snap mode? usually that comes up when you hold V key..
did you try restarting unity
yeah sorry about it being in the wrong place, ill give it ago and if not ill go there
Documentation:
https://docs.unity3d.com/Packages/com.unity.probuilder@latest/index.html
Forums
https://forum.unity.com/forums/world-building.146/
Resources
Unite - Faster level design iteration: https://www.youtube.com/watch?v=GioRYdZbGGk
Roadmap
https://unity.com/roadmap/unity-platform/3d-world-building
Does pro builder have like a snapping feature that I missing ?🤔
and also this
Hmm thank you
can also use progrids to assist (anikki's pic has it on the left of the viewport)
Google it
Hey, does anyone know how I would be able to create a world like earthbound in a 3D space using probuilder?
Game info/discussion at http://s.nesgui.de/eb | "EarthBound" (SNES), published by Nintendo, 1995 | Also known as "Mother 2" on the Super Famicom. | Basic demonstration of natural gameplay; no commentary, no cheats/tool-assistance, not a speed-run. Captured from an original model North American SNES console.
SNESguide is currently in the proce...
Using Probuilder? Seems like more of a Tilemap thing.
The thing is that my world is 3D.
So what are you asking exactly?
if you want to use probuilder use it.
The way to create anything in probuilder is with its various mesh editing tools
I'm asking if pro builder is the best tool for the job to create something like that in a 3D world
It's hard to say because I'm struggling to understand what you mean since you've posted a decidedly 2D game as your example
What dont you get? What part doesn't make sense?
You said your world is 3D but you showed a video of a 2D world
So I'm struggling to visualize what you're actually going for
I'm a bit conflicted, How can I merge two probuilder objects?
Also, for some reason, newly created probuilder geometry appears "black", even after assigning other materials to it. Using HDRP rendering pipeline (The material is using HDRP rendering as well)
you can't boolean-merge them (if that is what you mean) only combine multiple meshes into one mesh (with potentially intersecting faces). Thats called "Merge" in "Tools > ProBuilder > Objects".
You can, actually. It's just super janky, and a bit unstable.
Enable experimental features for ProBuilder in your Preferences. Just click the checkbox once, it freezes the editor for a moment after you click it.
Then it's under Tools > ProBuilder > Experimental > Boolean (CSG) Tool
He should definitely do a regular merge though, and just cut and Weld. This abomination of a CSG implementation should really be tossed off a cliff.
Their CSG is still experimental??
I swear I was using it 5 years ago and it was experimental then
poly-mesh boolean operations on arbitrary meshes seem to be a yet unsolved problem of computer science
it would be so amazing to have a proper CSG modeller in unity... that would open so many doors
Thanks, it was the merge tool I was looking for!
It's bretty gud
By "used it", surely you don't mean you actually did any work with it?
Because I didn't know that was even possible.
My experience with it years ago was, "Oh look a CSG Tool, neat let's try it out. DEAR GOD WHAT IS THAT?! KILL IT KILL IT"
And last night was the first time I looked at it in years, and it was only to make sure they hadn't removed it.
I can confirm that the rotting dead cat, is indeed still in the box.
No just messing around with it
Funny thing is, Unity hired the RealtimeCSG developer for a while. I thought for sure they were going to improve ProBuilder, or even better, integrate RTCSG into the editor and add some probuilder features to it.
But it appears they just wasted his talent, and nothing appears to have come from it.
Now he works at Roblox.
At least he's still working on https://discord.gg/DYHY35j4
With the help from the community, it might end up being the next RtCSG/SabreCSG/etc.
Last I tried it it was unusable, but that was probably a year ago
Yeah, I'm letting it cook. Keeping an eye on it, though.
pro grids
To quote source engine level designers, "NEVER CARVE"
The CSG features are... Not good to say the least. You can do better doing manual vertex/edge edits. Its not too daunting once you the hang of it
And I didnt realize there is a merge object feature somehow, so this new channel is already helpful!
ProGrids is more or less abandoned.
The built-in grid system is a little better now. Not quite as good as Progrids, but it worked for me.
Unity seriously needs to make sure more geometry editing features are embedded in the scene view, so people can use them when the Scene tab is maximized.
Terrain, grids, ProBuilder, etc.
Yeah, they took away Pro Grids, which was easy to use because it's controls were in the scene view, but a bit Janky. And they replaced it with their own snapping system...for which you actually need a dedicated window available if you want to change the snap size.
I came from Source SDK background, and we had to encapsulate the entire level inside BSP. We could use terrain, but that wouldn't be considered as BSP at all (VVIS would not see this as it's treated as entity instead of world brush). Funny how displacement can be something, but not visible to world optimization.
You can still obtain it, its just kind of hidden. And it seems to work fine in the 2021 version of unity
You can still install Progrid from package manager anyway?
Ah! A fellow scientist! I have to say not having to worry about leaks is pretty nice. However i do miss the ease of prototyping BSP brushes gave... Thus my use of probuilder
Yes, but you do have to put in a git link
Huh. I swear i already did that
This is in 2019 version of unity, checking in 2020 version.
But i ended up having to use a link to add the asset
Ah thts probably why
What version of Unity are you using?
2021 and 2020
2020 shows up under preview package only
This is what you have to do to get the preview packages show up in 2020 -
Im gonna have to check again on my projects, this is making me question my memories lol
😅 Hard to rely on your RAM!
Lul
So i checked the forum post i got the asset link from, and it seems tht its gone starting 2021
But is experimental in 2020, so in tht version you do only need to enable experimental features and it will be available, as previously established
https://forum.unity.com/threads/what-happened-to-progrids.889885/ post for reference
Hi all! Lightmaps UV partially break in ios and android builds and look different. But the main work scene looks normally.
unity version 2021.1.19f1
I have that problem in 5.0.3 and old 4.5.0 bro-builder version
probuilder is driving me nuts, i like to model by numbers. extrude along x 0.5 for example. yet extrude only goes against normals. also if i have dimensions overlay showing they dont stay if im moving a face so I don;t know how much to move a face
for example if i have a square of a certain size and i move a line out i wont know how big that square is until i reselect it all
I don't fully know what probuilder is capable of, but I believe it's intended to be fast rather than accurate
Dedicated modeling programs like blender allow you to manipulate geometry using precise numbers and a huge variety of methods
what's up with that? happens after drawing the shape, as long as mouse is hovering over it.
Click the transform handle orientation in the tool bar, or press 'P'. If the handle is already orientated the way you want, select a face, hold shift, and drag the transform handle in the axis you want to extrude.
thanks but i think im gonna try to learn more about blender
How do I get pro builder in unity?
I have been using unity for about four months now but haven't ever heard of it or saw it
The documentation pinned to the channel has a getting started section
Oh thank you
Actually, that doesn't mention how to install it 👀
You just use the package manager
Oh it has an Installing ProBuilder section further down
Ok thank you
Hi! after lightmap baking i have these flares sometimes. How can i fix it?
After boolean subtracting a longer cylinder from inside a fatter cylinder I need to increase the sides count from 6 to 32. Can this be done afterwards? I am not sure where the tool is.
Replies or @s would ring my phone. Thanks
not possible, you have to add the subdivisions manually, if you need a boolean/CSG workflow, probuilder is not (yet) the right tool
Things have arrived.
ProBuilderMesh GendPipe = ShapeGenerator.GeneratePipe(PivotLocation.Center, circleRadius, circleHeight, circleThickness, circleSubdivAxis, circleSubdivHeight);
First throw together. Telescopes, camera lens, Robot eyes.
Am trying to figure out how to assign a material from this doco:
https://docs.unity3d.com/Packages/com.unity.probuilder@5.0/api/UnityEngine.ProBuilder.ProBuilderMesh.html#UnityEngine_ProBuilder_ProBuilderMesh_SetMaterial_IEnumerable_UnityEngine_ProBuilder_Face__Material_
Hi I'm new to unity and modeling and was wondering if i should use probuilder or an external program like blender to make graphics with.
Probuilder is meant for prototyping/blocking… an external tool will be required (or at least considerably more convenient) if you want to create more complex shapes with good UVs and topology.
Oh ok thanks
Most of the time, this caused by downsample
uhh.. this hard to explain but i need help lots
never mind i just figured it our i thinj
Wow that’s impressive
oh damn
thanks
How do you move the Probuilder grid up or down? I'm trying to build a new poly shape, but the grid is way too high
very neato!
size or transform? are you using the default unity grid? (someone eles might have to chime in in that case, i don't know how to make the grid move with the selection either)
so why can't I find "enable preview packages" in the project settings to install ProGrids?
Unity 2021.1.2
all i got
Pre-release is preview
well, it doesn't show up in my package manager with pre-release packages
the only pre-release packages the Unity Registry has is XR Interaction Toolkit and 2D Tilemaps Extras
ty
well, now I'm having problems with proBuilder itself
keeps throwing me this error whenever I make a shape and press play
fixed it by restarting unity
how do i use probuilder
i want to make a slope, like a ramp type deal
nvm, i got it
Are there supposed to be some kind of search results here or something?
No, why?
Oh.
Wait then how am I supposed to install probuilder?
In the package manager
Where's the Unity Registry?
I am in the package manager .__.
Wait then where is that at?
Ugh, sorry.
Window / Package Manager
For some reason when subdivide a face it subdivides it into triangles. I want it to subdivide into squares. Sometimes it subdivides it into squares, sometimes it doesn't. How am I able to make it only subdivide into squares? (Please ping me if you respond.)
How do you move the poly shape grid up or down? I can't actually build the shape because the grid is too high up
Hello, how do I snap to grid on probuilder pls ?
magnet icon on the top of the screen controls snapping, you can move verts/edges/faces while it is activated to edit with snapping
note that you can only toggle the 🧲 button when youre in object selection mode, not in vert/edge/face modes
Yeah I had found it eventually, thank you
u mind telling me some tips on how to achieve that?
Idk
I am a simple game developer working at Ubisoft
just learn and try again and again till you achieve such a result
ok thanks
it sucks how probuilder can't snap to progrids anymore
I'm trying to expand the edge of my cube by exactly .1 meter and probuilder isn't allowing me to do it evenly on all sides
originally i would expand using the scaling tool then align the positions of the faces to the right position using the snap feature
but it's grayed out
it is telling me it's only available when tool rotation mode is global and yet it's on global and still unavailable
i wish i could still use the old progrids package instead of this funky built in version
Anyway to use the Calculate pack margin for light UVs in probuilder?
is probuilder free?
Yes
free in the package manager
unity bought it
ok. thanks
progrids though was removed around the release of unity 2020 since they integrated it into the engine
You can still download it from the package manager. Was it integrated into the engine? I'm still using the package
they deleted it from the package Manager.
it is gone even with the prerelease packages box ticked
which unity version are you on?
You need to add it using git name
packages on 2021.1 and forward that are preview won't show up, only pre-release. You need to add them manually
for pro grids go to add using git "com.unity.progrids"
its a part of the engine now.
The documentation is pinned to this channel
Finally a Probuilder channel!
Quick question, is it bad to have the level be one mesh ? I feel without knowing it this might be causing my lights to disappear
Like the entire level? With obstacles / etc included?
Not boxes or anything , like that.. but the entire level being one mesh because it’s so easy to extrude stuff on PB and I keep extending the level , I thought I about detaching faces tho
One problem it may create is unable to cull meshes.
Depends on your goal. I’m making a Mario Party type game and I made a majority of the game board a single mesh, worked fine
Oh ok , I’m coming from a Quake/half life level building so I’m used using a ton of brushes cause those brushed based editors and probuilder helps me build similar levels
You want to have at least some sections, so they won't be forced to render when you are not looking at them
I want to create a stage for basic movement.
How do I use that to determine what I want to create with ProBuilder?
I created a 4X4 rooms through Probuilder. I saved the scenes and changed materials. Quit Unity, next day I came on to Unity, it is now a one object. I can't select faces and edges.
Any help?
yo does anyone know if theres a way to turn a concave probuilder shape into multiple convex colliders without having to manually split it into pieces?
Some engines(like quake) handle the culling in a different way so it is good for them to all be one mesh. For unity... not so much.
so I need some help
it seems that probuilder shapes has some kind of offset in relation to their center?
for example, I've made a ring shape in probuilder for an RTS game so it can show me if the unit is selected or not
the unit and the ring shape are both at 0,0,0. I've also decoupled them from each other
like, it seems the 0,0,0 for the ring shape (it comes from the pipe shape, actually) starts at the top left
instead of the center
how could I fix this?
You have to change the pivot/origin of the mesh
there's many ways to change the mesh's pivot in PB
Also make sure to set this pivot/center thing to Pivot
so you can actually see where your object's pivot is properly
How do I invert the material so it renders on the inside of a sphere
Depends on if the shader you're using supports it. If you're using the standard shaders, you can change Render Face to Back
ok thx
alternatively you create a sphere mesh with internally facing normals
can be done simply in Blender by just creating a sphere and inverting its normals
… how
by just creating a sphere and inverting its normals
Hello, I am having troubles with shaders for polybrush
Anyone think they might could help... been trying this for 5 days now
better to just say whats your problem is, or else you'll spend more days trying to solve it 🙂
Is there any greyboxing tutorials for ProBuilder?
yes one by unity itself
Hello gentleman, I need your opinion. I'm starting to prototype the level design for my TOPDOWN 2D game and I just want to greybox the level with tilemaps so my artist can apply the pixel art in the game. What's the best approach to do this? Is Probuilder useful for a topdown, or should I use something else?
If its completely 2D I dont think probuilder will be appropriate, 2.5D might be okay though.
When I build a shape in Probuilder using the ProGrids snapping feature, the object's dimensions snap to the grid properly (1 unit x 1 unit). However, after I've built the object, if I adjust a face, it doesn't seem to snap properly. It'll first snap to a 0.5 increment before resuming the 1 unit increment. Is there a setting to change this? It makes adjusting the shape afterward cumbersome
Hi, I'm trying to insert a edge loop, but it doesn't work? It stopped working when I merged some faces together?
does probuilder not support tessellation in HDRP ?
is there a way to have the cutting tool snap to the grid? I can't get it to snap to the grid with Progrids, or by holding down Ctrl/Command like with other things.
I can't find any info anywhere for this. Nobody seems to care about it, but cutting with precise measurements is really critical.
Both two different things... if you mean that the geometry doesn't work properly with tesselation then google for subdivision and UV Mapping
UV editing is on progress tho, thats a plus I guess
I wish they could add a feature to scatter prefabs based on where the normals are facing, I guess that's too much to ask
im super new to probuilder, how can i remove just the middle of this face to make a doorway?
i had to do the add package from git url thing and enter com.unity.progrids
Can someone give me the probuilder.unitypackage because i live on limited internet cuz me broke and i dont wanna download probuilder everytime i make a new project and i make a project like thrice a day
i am ok to download the unitypackage once here and just import it to every project i make
i just want the probuilder.unitypackage or whatever they use withotu downloading anything every project
The probuilder boolean csg tool keeps crashing whenever i try to subtract
I’m following a YouTube tutorial about making a map and he used Probuilder to make the map. He inserts probuilder from the tools tab and that’s my problem, for some reason I don’t have the tools tab. How do I fix this?
For some reason the LitTesselation material has minimal(almost non excitant) effect on probuilder objects compared to default objects and when i crank up the values i get weird results. anyway I just used a 3D software to create the geometry i needed. thank you
When I try to create a mesh collider for this (with either Set Collider or manually adding the component), I get a simple box shape, not one which also accounts for the central hollow. This shape was made using the experimental boolean tool.
Hi everyone ✌🏻. Im new here. I would like to create a simple lowpoly 3d game map. What tools can i use? How can i use snaps prototypes pack?
How do you install probuilder on the latest version of Unity?
To note, it's not under the Package Manager by default, for me.
Show a screenshot of your package manager?
It should be... Maybe try enabling show preview packages option
My bad. I finally figured out that it was sorted by "In Project" as opposed to "Unity Registry". Obvious in hindsight but I didn't know that categorization tab existed as I haven't used the package manager before.
Anybody know how to use polybrush with probuilder shapes, if its possible at all? Im trying to get the texture brush to work on a shape but it wont work even when i change the shader to a polybrush one
OH WAIT NVM I THINK I FIGURED IT OUT
WAIT YOU CAN USE POLYBRUSH ON PROBUILDER OBJECTS 
I feel so dumb not thinking about it
can anyone tell me if i can turn off the segment grid or change its color? ive seen that u can but i forgot how
if I understand your question correctly, change the shading mode on the Scene view control bar: https://docs.unity3d.com/Manual/ViewModes.html
Hi, I made this gun in Blender and put it in Unity and it looks like this why?
#🔀┃art-asset-workflow was the correct channel for this question btw
Okay, thank you
I actually have a similar question, but I hope it belongs here. I know I need to flip my normals, but am having trouble doing so. I did start with a blender asset, but had other issues. So now im just in unity, with probuilder, but the tools are all greyed out
Hey there, I was wondering if anyone knows of a vanilla way to select a bunch of faces and assign a random material from a specific pallette to them?
Alternatively, does anyone know what I should be looking for in the API documentation to find the currently selected ProBuilder faces? (I have quite a bit of experience working with custom editors etc)
The end goal is to be able to select a large area of tiles and randomly assign varied grass materials to them
(I'm using ProBuilder 4.5.2)
what's the best intro tutorial for probuilder, progrids, and polybrush in 2021?
How come every object is on its own grid Y axis Grid? I need them to snap to the same grid wtf is this tool even doing?
it works now, not sure how I even did what I did 😦
That’s probably down to pivot position (centre vs global or something)
I noticed some weird stuff like that
And you have to be pretty strict with your grid snapping
why does this allocate so much garbage?
im activating/deactivating a bunch of objects from a list
I think you need to "probuilderize" this. Im not at my computer at the moment so i cant quite investigate, but you can try it by clicking on Probuilderize on the probuilder window
I'll take a look. Thank for the tip 🙇♂️
I have probuilder and progrids installed I'm trying to scale the edge of a mesh with by snapping the increments of the scale but it's not working for some reason, I have scale snapping turned on
I'm trying to scale the edge loop inwards by a specified value
I found a way to do it, you can go to edge selection and selection each edge manually and it will snap
New probuilder update changed the creation of objects completely, why is the origin point of every single object I create somewhere far off in the distance??
And why did they have to make object creation so complicated?
You need to be in faces mode, I believe?
I'm having trouble cutting simple holes in boxes like these.
Basically, when I create Edge Loops outside, they are somehow off compared to inside edges. And as result I can't really make hole same from outside and inside.
Any idea how to deal with this?
As of now the only solution I can think of - creating walls as separate objects
but is there any better one?
You need loop cuts to shape it, then you can delete the face where the door would be for example.
yeah, that's what I did but
for some reason when I do same thing but inside
these edges are somehow off
so, I either have to change grid snapping to way smaller snapping
to get it correctly
or there's supposedly an intended way
What do you mean by "inside"? 🤔
yeah, this is exactly what I'm talking about
so, this selected edge is somehow off
Mesh is simple cube
texture perfectly aligns it vertically
so it's supposed to be exactly on edge of texture, yet it's not
to be certain I tried to move it into existing edge and this is result
it just won't snap to it
I feel like I'm doing smth terribly wrong
but I can't find out what is it
this is driving me crazy
Dunno, I don't use probuilder. I see what you mean though. 😆
any other solutions for this kind of stuff tho?
for right now I just want to be able to do level with basic stuff like boxes, walls and etc
Probuilder is meant for quick blockouts, so if it's a little off or ugly, it doesn't matter since it's just to see the level and test stuff. You would remake things anyway in another program like Blender.
I'm currently unable to see the mesh collider of a mesh generated by the experimental boolean CSG tool, is there anything I should check on the generated mesh to see why it's not showing up?
Okay so following Osteel's advice I made the mesh in Blender, but I still can't see the mesh collider in Unity.
Hello, so i am in unity 2020.3.25f1. and was wondering how i can select a different shape than the cube, i would like to put some stairs in my level too
i found it
needed to use alt
How do you snap a vertex from one position to another vertex? I know aboutshift + v it wont work
Just V
I looked up a couple ProBuilder tutorials and they mentioned to also download ProGrids, I tried looking up ProGrids on the Unity Registry for packages but I couldn't find it. Was there a change with ProGrids that happened lately?
its listed as a preview package for some reason. you'll need to enable preview packages from the package manager project settings
you can always manually move the edge loops after creating them on grid
personally i recommend a workflow that doesnt involve edge looping 20m cubiods though 😅 Break them down into smaller, modular, more manageable chunks
okay what the heck, I have a mesh that has 2 submeshes but there's only one material on the object
ah i fixed it
bizarre the mesh renderer had more materials in the array than it displayed at the bottom of the inspector
you need to flip the normals 🙂
Is it toggled on? There's usually an icon at the top with a grid and a magnet that represents grid snapping
That one is disabled, it is the ProGrids one that is turned on
Hi, I am stuck on something, and I really need your help please:
I want to collapse 2 Vertices into 1. Problem is: the 2 vertices are almost on the same position. Without that I can't fill the gap and add a face.
Please help QwQ
You probably want the weld feature
https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/Vert_Weld.html
How do I add an "inside" to a 3d house that only has an outside?
The inside of it is "filled"
Do I have to flip the normals for it? If so, how would I select all normals at once?
@wise dirge In the future, just ask your question instead of asking for help.
Not a question
Don't be annoying, or you won't be asking questions here for a while.
This tool cant be used to modify a mesh directly in unity, can it?
Can I texture Pro Builder stuff with pixel art tiles? I want to achieve a pixel art style to my terrain but I don't know how. I'm making a 2.5D open world game.
Designing the entrance to a train station, how does it look?
The building on the left and right are the waiting room and a tickets office
The sidewalk beside the office is just another trashcan
You can probuilderize the mesh using one of the buttons and then modify it
That's really good!
Thanks! Do you have any suggestions for it?
Hey im new to all the 3D building stuff and im trying to connect the roof to the walls and it doesn't want to snap to it and i cant make it connect what can i do ?
I think you hold "v"
Like a train station!
That's good to hear 😄
Probably should have disabled the grid before taking the screenshot
Set your progrids to snap at a smaller increment
Hello. I'm using ProBuilder. No matter what I do, my lights in the scene won't illuminate objects I create in ProBuilder. I tried changing materials.. What am I missing?
They only get illuminated by global lights or directional lights
Hello everyone!
Anyone got any advice on how I could make a voxel-styled game using probuilder? I can't figure grid snapping and stuff like that (also, how to I cut a damn door inside a wall? (Yes I did watch tutorials online))
light baked lighting wont work or dynamics dont work?
baked lighting will only illuminate static objects
Hello, how can I create an edge like the green dot line from the 2 points marked in the image below? It is a corner but has no edge
Thanks for the help
dynamic don't work. sorry for late reply.
i even tried making a simple cube with probuilder, exporting it as a mesh. importing it and adding the default "Lit" material to it
but my dynamic light won't illuminate it. and i'm comparing it to a default unity cube side by side and i can see no difference in inspector.
i'm lost
I think my situation was a bug.. ? After countless things i've tried, next day it's working. I have no clue what solved it.
Am I able to assign a ProBuilder object as terrain?
I'm trying to edit a UV map in probuilder and every time I move a line, it just snaps back to its original position
anyone?
How can I snap ProBuilder meshes to the grid?
@barren oasis use progrids
uv editing can be a bit tricky. And I was never able to move a line or a point. Only faces. If you find a way I wanna know @ripe sedge
I have a door object, and a face I want the door to be in. How can I make a hole that is the same dimensions as the doorway, in the same place withouit manually cutting?
I just ended up covering it with a metal frame
no idea why it's blue, but I just covered it up with a blast door (I disabled the door to show the problem)
Anyone know? I wanna get rid of the circled part
You would probably use a Boolean:
https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/boolean.html
Boolean keeps crashing unity. Like the window just closes, no “unity has stopped working” or anything
Well, then guess you're doing it manually. 😛
Alright then, thanks for your help
How do u even build in unity. It is hard to navigate
The usual workflow is to use a proper 3D modeling program and import it. Using probuilder to do full, detailed modeling is going to be a pain for sure.
It's real intended purpose is for blockout, though, I suppose if you got really good at it, you could go pretty far with it.
I usually just create 4 segments at the bottom and move the middle face up, but that can cause uv mapping problems
texture will appear very wierd, at least the way I did it
here as well
I have an object, and I used flip normals on it to make it visible from the inside. However, I want it to be visible from both interior and exterior, is there anyway to have normals on BOTH sides beyond copying the object, flipping normals, and merging? The model is fairly complicated so I want to avoid this if possible
Hey I just started using unity and I was creating rooms in probuilder. I was wondering if it was possible to merge multiple objects together like the floor, walls, and ceiling? I was also wondering if it was possible to copy objects I’ve already made like a pillar for example?
enable both faces in the material
You can do this pretty easily with CombineMeshes https://docs.unity3d.com/ScriptReference/Mesh.CombineMeshes.html
as to how bcos you said you're new with Unity, sorry, you must google it
just started using the package but i cant seem to find which tool deletes extra edges like this?
im trying to cut a rectangle [ door shape ] out of a wall, but im trying to do a bunch of them on the same wall and have them symmetrical, so was kinda wondering on how to do so. I am using probuilder atm
maybe create a prefab of the door
so, another way of saying what im trying to do is [probably a better way of describing it]
i have a wall
the x value is 200 [ cm long ]
the y value is 40 [ cm tall ]
I need to fit 20 doors within one side of the wall
So the doors could be something like 15cm wide, 30cm tall with a spacing of 5cm inbetween each door
this still true?
uhhh...i am so sorry but umm i dont know maybe ask other poeple who could response well but umm can i get a screen shot?if u dont mind tho
oh
hmm should prob get someone else cus i dont know how to response abt this :/ so umm sorry bro. cya next time
thanks though
umm i didnt even help tho;/
mm, u tried
gn
any1 got any ideas?
okay... im familiar with boolean operations in something like freecad, and it seems unity has them as well, but for some reason it cant see my cube?
well cube == door, and im trying to subtract the door from the north and south wall
ahh okay, gotta make a probuilder cube, and not a unity cube
experiemental cries.... UG nonstop crashes just trying to subtract one probuilder cube from another >.>, definitely reminds me of freecad lolz
was working earlier, and now it is not... not sure what i was doing differently earlier
how do you delete and edge?
is that for me or you @clever thicket ?
nvm figured it out
any help with a boolean subtraction?
ive created a wall using probuilder, and a 3d rectangle using probuilder, but when i try and subtract them, i get a new game object, but it doesnt really exist, and doesnt have a hole, and is no longer a wall
Hello
This happens when I am using the ProBuilder. Anyone knows why? How could I keep the materials being there in Play mode?
For those wondering: I was constantly using the preview-mesh for some reason.
First ever build lol, I think im gonna some home put it into a game