
ProBuilder 2 Documentation
6-23-2014; v2.2.5
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ProBuilder is an editor extension for the Unity 3D game engine, one that brings some very exciting and powerful new features to the engine. With ProBuilder, you can finally build, edit, and texture custom geometry with an extremely fluid, intuitive, and fast workflow. You can even manipulate UV direction, tiling, offset, rotation, and more.
Using ProBuilder, you can also quickly setup very efficient collision and occlusion, and trigger volumes for events, switches, and zones.
NEW: Prototype is the core of our ProBuilder, stripped for speed and simplicity. Using Prototype, you can quickly build great looking early-stage structures, props, walls, bunkers, vehicles, virtually anything at all. Test and tweak instantly, then replace with final models once your artists catch up- if they can! Prototype also includes ProBuilder’s ability to quickly colorize faces without adding a single draw call, so you can designate team areas, or just get creative with colorful dev textures.
Important: All items described here are included in ProBuilder, however only some are included in Prototype. Check for the "(PT)" - this means the item is also included in Prototype. Otherwise, it is only available in ProBuilder.
Whatever your project, Prototype or ProBuilder can accelerate its development, ease your stress, and ultimately allow you to ship a better finished project. Give it a try, you’ll wonder how you ever worked without it!
WARNING: The upgrade process is NOT reversible, and if an error occurs, you will almost certainly lose all your work. Make a backup of your entire project!
Step 1: Import the Unity Package
If you’re installing into a new project, The Install Window should appear automatically. If it does not, navigate to “Tools > [name of package] > Upgrade / Install”.
If this is an upgrade- congrats, all done! Otherwise, a window will appear with several options, and a bright green “Install” button.
Step 2: Select Install Type
Release is the standard installation type - it provides the core and Editor utilities as libraries, meaning they do not need to be recompiled along with your existing project.
Alternatively, you may choose to install the source version (ProBuilder only), providing complete access to all scripts, etc. If you choose to install source, please note that you will need to remove any previous ProBuilder installs prior to running the installation process.
When ready, click “Install” - ProBuilder will unpack and install the chosen version.
NOTE: If you are upgrading an existing ProBuilder project, the install process should automatically begin with no interaction necessary. If the install window opens, this typically means that the install script cannot locate the old ProBuilder installation. Please make sure that the older ProBuilder folder is located at the path "Assets/6by7/ProBuilder".
Opening the GUI Panel
In order to begin creating with Prototype or ProBuilder, you’ll need the GUI Panel open. This is done by selecting, from the top menu bar in Unity “Tools > [name of package] > Open Probuilder Window”
This will open the GUI Panel, which you can leave floating, or dock. We recommend docking in a vertical position with minimal horizontal size, to use the least amount of space.
Using the GUI Panel
The UI is built to use up very little space on your screen, but still have all the functionality you will need for 98% of construction. The following is a description of each item in the GUI panel, from top to bottom:
Coordinate Space: This button controls and displays the coordinate space currently being used for editing geometry.
Planar: movement in the direction the selected face’s normal
Global: Movement in the “Global” or “World” XYZ directions
Local: Movement relative to the object’s transform orientation

Not making sense? This can be a confusing subject the first time you encounter it. Stick with “Global”, and give each of the others a try from time to time- they will make better sense with practice, than I could ever explain. You will soon find these are incredibly handy for complex construction. Hit the “P” key on your keyboard to swap between Coordinate Space modes.
Editing Modes (PT) : When working with ProBuilder, you are always in one of three modes: Object Editing, Geometry Editing, or Texture Editing.
Geometry Editing allows you to edit the actual geometry of any ProBuilder object, either by Face or Vertex. Hit the G key on your keyboard to enter Geometry Editing mode. You will instantly enter either Face Geometry Editing, or Vertex Geometry Editing, depending on which you have set as default in the ProBuilder Editor Preferences. To toggle between Vertex, Face, and Edge Geometry Editing, hit the H key on your keyboard.
Texture Editing allows you to apply materials to faces or objects, as well as edit their UVs.
The following is a list of all Editing Modes and their uses:
Object Editing Mode (PT)
Face Geometry Editing (PT)
Vertex Geometry Editing (PT)
Edge Geometry Editing (PT)
Texture and UV Editing
More Details: See the “Building and Editing Geometry” and “Textures and UVs” sections
ProBuilder GUIPanel Continued:
Create New Shape (PT) :
Opens the “Create New Shape” panel, which allows you to instantly construct user-configurable special Shapes.
To create a shape, select a type (Cube, Stairs, Plane, etc) from the drop down list. The Create New Shape panel will change it’s contents to match the selected type, displaying available options.
Merge Objects:
Click this button to merge all selected ProBuilder objects into one single ProBuilder Object, with the option to save or delete the originals.
Lightmap Generation Settings:
Select a ProBuilder object and click this button to open up the UV2 generation parameters for this object.
Extrude (PT) :
Click this button (or press “Ctrl-Shift-E” on your keyboard) to extrude all selected faces an automatic .25 meters in the direction of their face normals.
Mirror:
Flip Normals:
Subdivide:
Set Pivot:
Click this button (or hit “Ctrl-J” on your keyboard) to force a ProBuilder object’s pivot to an exact location.
Open Vertex Color Panel (PT) :
VisGroups (PT) :
ProBuilder identifies 5 unique Entity Types for ProBuilder objects: Detail, World, Mover, Collision, and Trigger, plus a special sixth category, “NoDraw”. Click any of the six VisGroup buttons to toggle their respective Entity Type’s visibility on and off- this is an incredibly handy visual aid, in both simple and complex scenes.
See the “VisGroups and Entity Types” section, you should be using these!
ProBuilder 2 can be almost entirely keyboard-driven, which keeps the GUI clean, and workflow very fast. Even better, nearly every keyboard shortcut, and many other settings, can be customized! Just open "Edit > Preferences > ProBuilder" . Below is a “cheat sheet” of all default keyboard shortcuts.
| Shortcut | Description |
|---|---|
Ctrl - K |
New Cube (PT) |
Ctrl - Shift - K |
New Shape (PT) |
G |
Enter Geometry Edit Mode (PT) |
H |
Toggle Between Face, Edge, and Vertex Manipulation (PT) |
P |
Toggle Handle Coordinate Alignment |
J |
Open Texture Edit Mode |
N |
Set Selected face(s) to NoDraw |
Escape |
Exit Texture or Geometry Mode (PT) |
M |
Set selected objects to Mover Entity Type |
B |
Set selected objects to Detail Entity Type (PT) |
O |
Set selected objects to World Entity Type |
T |
Set selected objects to Trigger Entity Type (PT) |
C |
Set selected objects to Collision Entity Type (PT) |
Ctrl-Shift-Left Click |
In Texture mode, paint selected material to clicked face |
Ctrl-Shift-E |
Extrude selected face(s) (PT) |
Ctrl-E |
Extrude selected face(s) with translation (PT) |
Ctrl-J |
Set pivot to center of selection (vertex, face, or object) |
Ctrl-Shift-I |
Invert selection (PT) |
Alt-(0-9) |
Paint selected face(s) to color preset (Vertex Colors Menu) (PT) |
Shift (Drag/Rotate/Scale) |
Hold shift while scaling, rotating, or moving to extrude selected faces. (PT) |
Backspace |
Delete selected face(s) |
Alt + C |
Collapse selected vertices |
Alt + V |
Weld selected vertices |
Alt + X |
Split selected vertices |
Alt + B |
Bridge selected edges |
Alt + R |
Select Edge Ring |
Shift + Alt + G |
Grow Selection |
Shift + G |
Grow Selection Plane |
Alt + N |
Flip Face Normals |
Alt + U |
Insert Edge Loop |
Alt + E |
Connect selected vertices or edges |
A list of all Menu Items available:
Actions folder
Vertex Colors: If the shader your material is using supports vertex colors, this menu provides an interface to setting those colors. (PT)
Editor: These tools control how the editor acts in the Scene View. These are all available as shortcuts in addition to menu items. (See "Keyboard Shortcuts")
The Basics
In the previous section, we went over the technical details of how to construct and edit geometry with ProBuilder. Before you jump right in though, you should definitely watch the ProBuilder “Intro to Modeling” tutorial- it’s fairly quick but extremely informative. Here, we’ll go over some basic tips, tricks, and advice for modeling with ProBuilder 2.0:
Use ProGrids! If you are not using ProGrids yet, please do! With ProBuilder, you will most often be constructing hard-surface models, with many parts that need to align exactly, match sizes, and so forth. ProGrids will save you hours of time and sanity, and your resulting creation will look and function better as well.
Stay “On The Grid”. Now that you are using ProGrids, stay on that grid! Making sure all your vertices are on an exact grid point will make your ProBuilder objects much, much simpler to align, edit, and modify.
Start Big. The first version you build won’t always be wrong, but it won’t ever be right, either. So, start with with large, simple, boxy construction- I typically start at a grid level of 1/2 meter (.5) If you are building a level or world, test out the flow, fit, and scale. Try some lighting and atmosphere tests, really get a feel for what you are constructing. Then whittle down to smaller and smaller grid levels, adding more detail with each level, just like LODs.
Use Simple Angles. When creating angles, try to stick with exactly 1x1, 1x2, and 1x3, etc. For example, “1 unity up, 1 unit over”. This will keep your design clean, and help match up complex geometry.
Textures Come Last. Greybox that level completely, before you even think about adding real textures! Use the included dev materials (grey, orange, red, blue) to differentiate your level/world/item as needed, but save the real texturing for the very last. Only once the geometry is 95% finished and final, should you begin adding real textures, else you risk wasting many hours of work when that geometry you painted has to change...
Use NoDraw or Delete Faces. The performance savings will be huge, and your lightmaps will take MUCH less time to bake!
Assign “World” Geometry. Only ProBuilder objects that are given the “World” entity type will occlude other objects. This isn’t the default type, so you have to assign it manually. See the "Vis Groups and Entity Types" section for more details.
Advanced Geometry Operations
Subdivide
Subdivision is a handy way to add more detail to your models. Subdividing entire objects will increase the face count by splitting all faces into multiple smaller faces. Subdivision works on both object level and face level selections, so you may selectively subdivide groups of faces at time. The Subdivide button and menu item (Alt-E) will automatically infer the use by the current selection (meaning it will decide how to split faces based on the selection mode - face and edge will create quads while vertex selection mode will ‘poke’ all the faces).

Connect Edges / Insert Edge Loop
For finer grained control you may selectively insert edges and edge loops. The Connect Edges and Insert Edge Loop commands in the Geometry menu allow you to quickly add new edges to your object while leaving unselected faces safe from your splitting rampage.
Connect Edges: Select two edges (either adjacent or opposite) and select Connect Edges (Alt-E). Note that attempting to connect edges that do not share a face will fail. You may select multiple edges and split simultaneously.

Insert Edge Loop: Select an edge insert a loop. Attempts to split a ring, but will stop on failing to find an opposite face. Note that you may select multiple edges for even faster edge looping.

Bridge Edges
If you need to create face between two edges, this is what you’re looking for. By default, ProBuilder restricts edge bridging to edges that are on the perimeter of an object, meaning they must be adjacent to a gap in geometry. You may disable this restriction in the ProBuilder preferences panel by toggling Bridge Perimeter Edges Only to off.

Vertex Operations
There may be some cases where you’ll need to manually merge vertices, or vice-versa. ProBuilder provides 3 tools for doing so; Collapse Vertices, Weld Vertices, and Split Vertices.
Collapse Selected Vertices (Alt-C) Merges and repositions all selected vertices to the center of the selection.
Weld Selected Vertices (Alt-V) Checks all vertices in the selection for overlaps, merging any vertices that share a point in world space.
Split Selected Vertices (Alt-X) Splits every vertex in the selection, allowing each to move independently.
Note: the Texture and UV controls of ProBuilder are currently being completely rebuilt. Expect a much more powerful and intuitive feature-set very soon!
Overview
ProBuilder’s Texture and UV Tool panel is opened when you enter Texture Edit mode, by hitting “J” on your keyboard. This panel allows “painting” of materials onto your ProBuilder objects, and even allows painting a different material on each and every face, should you need to.
Secondly, it allows you to change how a material is displayed on individual faces of your ProBuilder objects, without editing the material itself. This means you can create infinite variations, with just a single draw call.
The Texture and UV Panel
Material Slot: Drag ‘n drop the material you intend to use, into this slot...
Open Material Browser: ...or, click the small circle-with-a-dot to open the standard Unity Material Browser, and choose your material there.
Preview of Ready-To-Paint Material: This area shows a flat preview of your selected material. I will size itself according to the panel size.
Apply Material: Applies the material to all selected faces.
Flip U or V: Use these toggles to flip, or “mirror” the selected face’s UV coordinates.
Swap U and V: Use this toggle to completely swap the selected face’s UV coordinates.
Face Highlight on/off: When on, all selected faces will be highlighted. You can change the color and opacity of this highlight in the Editor Preferences panel, see the “Customizing” section for more details.
Horizontal/Vertical Scale: This number controls scale, or “tiling”, of the selected face’s UVs.
Horizontal/Vertical Offset: This number controls offset, or “position”, of the selected face’s UVs. You can use the Movement handles to move your texture around very intuitively and easily!
Rotation: This number controls the rotation, in degrees, of the selected face’s UVs.
Applying Materials (“Texturing”)
First, a note on definition and methodology: somewhere along the way in game engine development, the difference between “Texture” and “Material” became a source of much confusion and misinterpretation. In the case of ProBuilder, just know this- nothing special at all is happening with materials or textures. You apply materials to your ProBuilder objects just like any other object, and those materials will act/display just the same, as well.
That aside, there are several ways to apply materials in ProBuilder. All of the following methods assume you are already in Texture Edit mode, and have a material set in the Material Slot of the Texture and UV Tools panel:
Apply To Entire Object(s): To apply one material to an entire object, or several objects, first select the full object(s) by either drag-selecting a box, or selecting via the Hierarchy. You may also double-click a face on the object to select all faces. Click the “Apply Material” button to instantly paint all faces of the selected object(s) with the chosen material.
Apply to Selected Face(s): Select one or more faces, then click the “Apply Material” button to instantly paint all selected faces with the chosen material.
Quick Paint: This one is very handy! While holding ctrl and shift on the keyboard, any face you left-click on will be instantly be painted with the chosen material.
Editing UVs
Being able to edit the individual UVs of each face on a ProBuilder Object, allows for virtually infinite variation and re-use of textures. This is great for both performance and making your scene look great!
For example, use the Flip and Swap U/V toggles to quickly make three different faces look different, despite using the same material. These are also handy if your texture needs to have a specific direction (arrows, grids, text, etc).
Use Offset to move textures around, displaying only certain parts of the texture per-face, or in an exact location. You can even use the movement handles for quick, intuitive control of placement.
Scale, or “tiling”, is extremely handy for controlling the perceived size of an item, fitting textures to geometry, and lessening obviously tiling patterns.
The Fill Mode options allow you control over the basic method of UV mapping that is applied to the selected face(s):
Tile: Default behavior, this simply tiles the the UVs uniformly. Useful in 95% of cases, ie wooden floors, plaster walls, ground, etc
Normalize: This will fill the face completely, without any tiling, but keep the UVs square, so no stretching or squashing occurs. This generally means the texture will be cropped on one of it’s sides.
Stretch: The same as Normalize, however this mode will stretch or squash the UVs so that the entire texture is shown on the face.
UV Justify can anchor the texture to any of the 4 sides of a face, or to the center. Very useful in situations where you need the texture placement to stay put while you edit geometry.
Projection gives you advanced control over exactly how the texture is “projected” onto the surface. 99% of the time you will want to just leave this on Auto, however the option is available just for those special, niche situations where nothing else will work, and such control is needed.
Texture Groups
New in 2.2.2 is the ability to mark multiple faces as sharing a single texture group. This allows ProBuilder to project UVs simultaneously across these faces, resulting in seamless UVs. There are some limitations to this method however; primarily the caveat that this method will only work with faces that share a like plane.
To set faces to a texture group, simply enter the Texture Editor (‘J’ key), select faces, and hit the Group Selected Face UVs button.
If you have selected faces that belong to a texture group, you’ll notice some additional GUI items. The Select button will add all other faces in the selected texture group to your face selection. ProBuilder will also show a dialogue prompting this behavior should you attempt to modify the texture of a face that belongs to a texture group.
To remove faces from a Texture Group, simply set the Texture Group field to 0.
Important: Texture groups will not work well with faces that are joined at extreme angles. As a general rule, if two faces form a 30 degree angle or greater they will likely create a stretched texture.
"Colorizing" allows you to color individual faces when using a material that supports Vertex Colors. With this method, you can quickly add color and variation throughout your map, without changing materials or adding drawcalls.
The Vertex Color Panel (PT)

You can open the Vertex Color Panel from the main GUI panel with the button, or choose “Tools > [name of package] > Vertex Colors > Vertex Color Interface” from the top menu.
Customizing Vertex Colors
Applying Vertex Colors
All ProBuilder objects have an Entity Type, or simply “type”. These are basically categories, like “Melee, Ranged, Explosive, etc”- they set certain properties in the object, and how it acts in your game.
VisGroups (PT) are simply a very handy side effect of using these Entity Types. Since all ProBuilder objects have a type, and you generally don’t need to see all types at once, you can use the VisGroups panel to toggle the visibility on or off for each “group” of types. This becomes extremely useful as your scenes become more and more detailed/complex.
Mover is the same as a Detail object, except it is non-static, for use as moving platforms, doors, elevators, etc. It can be occluded, but will not occlude other objects. This is set as default, since too many occluders will actually hurt performance much more than too few. Set any ProBuilder object(s) to “Mover” type by selecting them, and hitting the “M” key on your keyboard.
Detail (PT) is the standard, default ProBuilder Object type. A mesh with a texture and a collider, nothing more. It can be occluded, but will not occlude other objects. This is set as default, since too many occluders will actually hurt performance much more than too few. Set any ProBuilder object(s) to “Detail” type by selecting them, and hitting the “D” key on your keyboard.
World type objects (ProBuilder only) are same as Detail, except they do occlude other objects. If you have large, simple objects, ones that you know will block larger portions of your level from view, they should probably be set as “World” type. Set any ProBuilder object(s) to “World” type by selecting them, and hitting the “O” key on your keyboard.
Collision (PT) objects are invisible in-game, but still have full collision. These are very handy for smoothing stairways into ramps, adding player clip to round out sharp corners, force fields, and many other semi-advanced uses. They will show in the editor as bright-green and semi transparent. Naturally, they do not occlude or block light. However, you should always disable them via VisGroups panel before lightmapping, or their color will affect nearby areas. Set any ProBuilder object(s) to “Collision” type by selecting them, and hitting the “C” key on your keyboard.
Triggers (PT) are a special type of ProBuilder object, designed specifically to aid in the creation of Zones, Volumes, and (of course) Triggers. They are invisible in game, but have a collision component set to “trigger”. This makes them great for things like triggering elevators, doors, or cutscenes (as the player enters or exits the Trigger zone), designating “Kill Zones” or FX Volumes, and so forth. Set any ProBuilder object(s) to “Trigger” type by selecting them, and hitting the “T” key on your keyboard.
NoDraw (ProBuilder Only) is actually not an Entity Type, but does have a VisGroup dedicated to it. “NoDraw” refers to any ProBuilder Object’s face that has the NoDraw material applied to it. Toggling on/off the NoDraw VisGroup will show/hide all faces (not the entire object) that have NoDraw applied. Set any selected faces to “NoDraw” with the “N” key on your keyboard.
ProBuilder 2 is very efficient on it’s own- in fact it is 6x more efficient than ProBuilder 1.x without any work on your part, due to using a single mesh per object now. On top of that, we expanded the already existing optimization methods, and added a few new ones- all of which are simple to implement, and will significantly aid your project.
NoDraw is a common method of optimization. Any face that needs to block light, but will never be seen in-game, should always be set as “NoDraw”. These faces will be deleted at runtime, which makes a substantial dent in the number of vertices being rendered. Most importantly, NoDraw faces are not lightmapped, which saves you quite a bit of texture space, and saves you time when baking lightmaps.
Setting a face as NoDraw is quick and simple- simply apply the “NoDraw” material to it. However, you must do this via the Texture and UV Tools panel, not by simply drag-and-dropping the material onto the object.
While in Texture Edit mode, you can also select any number of faces, and hit “N” on the keyboard to apply the NoDraw material, without changing your chosen material.
Deleting Faces is an alternative to NoDraw, and is generally done once your mesh is complete, or near complete. Any face that will never be seen or "used" in the game should be deleted. Otherwise, it would add to the total polygon count, take up lightmap texture space, and potentially add drawcalls.
Occlusion is extremely important for good optimization. Wherever you have large, visibility-blocking ProBuilder objects, assign them the “World” Entity Type. This will let them take advantage of Unity’s Occlusion system, by becoming Occluders.
Note: Occlusion’s benefits are very much situational. Too much Occlusion can be worse than too little- the game needs to calculate what can and can’t be seen, and if you have a very complex Occlusion setup, it can easily crush your framerate. On the other hand, if you have a room with lots of high-poly objects inside, even a complex Occluder might be worthwhile. Further, if you use purely static Occlusion data, then you can use quite a few more Occluders without hurting performance, and vice versa if using a more dynamic Occlusion method.
Occlusion can be tricky at first, but will yield serious performance benefits, so don’t overlook it. Experiment with this one, and read up on Unity’s Occlusion system for the best results.
Merging allows you to collapse multiple ProBuilder objects into one single object, while still being able to edit it like any other ProBuilder object. This is mainly useful for reducing draw calls, and welding vertices. See “Merging” in the “Interface Overview” section for details on using this function.
Custom Collision (PT) should be used wherever possible, as it can significantly reduce in-game overhead and pre-game loading times. Essentially, anywhere that you can reduce a complex collider, or a group of colliders, down to a single, simple collider, you should use Custom Collision.
Lightmap Size (PT) is a special fix that involves using a separate script, so we left it for last. Essentially, all the visual optimizations in ProBuilder are geared toward reducing draw calls- this is mostly done by getting objects to “batch” in the renderer. In an ideal game, every single mesh that uses the same material will batch down to one single draw call. You could have thousands of items, and only one draw call- as long as they all batch properly.
Unfortunately, there are lots of things that break batching- scaling, as mentioned is one of those. Another, trickier one, is lightmap index.
Lets say you have 10 objects, you lightmap your scene, and end up with 2 lightmaps at 1024x1024 each. All objects should batch down to one, but you get 2 draw calls- why? Because you have more than one lightmap, and therefore, technically more than one material. This can get really ugly in a real-world situation, where you have multiple materials, and once you lightmap, your objects are spread throughout the lightmaps, allowing only a few or none to actually batch.
So, the solution is bigger lightmaps. And you can control that via this very handy script: http://forum.unity3d.com/threads/56435-light-map-max-at-1k-solved
All credit for this “Optimization”, and many thanks, goes to the forum users in the above linked post. We hope to implement our own version of this laterI, but for now just use the above script to set your lightmap size to larger than 1k (1024).
Each time after building your maps at larger than 1K size, you will also need to reset the lightmap texture’s import settings to “Max: 4K”, as well.
ProBuilder automatically generates perfectly sized, normalized, UV2 channels for each and every ProBuilder Object. Hurray! However, there are a few items to keep in mind when lightmapping:
Lightmap Size: As mentioned above, make sure you use the largest lightmap size possible. For mobile devices and web/flash, I wouldn’t go over 2K (2048x2048), but otherwise 4096 should be perfectly fine, if you need it.
Use NoDraw and.or Delete Invisible Faces: Without this, your lightmaps will be about 2-3 times the size they should be- very bad for baking time and game performance.
Smoothing groups average the vertex normals with neighboring planes. This allows lighting to behave in a more realistic manner when dealing with edges that are intended to be smooth.

Opening the Smoothing Menu To open the smoothing menu, first open the Texture Window, either by pressing the ‘J’ key, or navigating to “Tools > [name of package] >Texture Window”. In the texture window, click the button titled “Smoothing.”
Using Smoothing Groups ProBuilder decides which edges should be smoothed by checking for neighboring faces that are in the same group. It also checks for ‘Hard’ groups, which as you might guess, hardens edges of neighboring faces.
As an example, selecting all side faces on a cylinder and setting them to the same smoothing group will result in smooth sides, while keeping the top and bottom edges hard. In some cases it may be desirable to have adjoining faces smoothed with certain neighbors, but not others. In these cases, you may use multiple groups in order to achieve the desired result. ProBuilder provides 24 smooth groups (all functionally the same, but only same number faces will smooth edges) and 18 hard groups.
To open the Customization Panel, click on “Edit > Preferences”, in the Unity top menu, which will open the Editor Preferences window. Choose the “ProBuilder” (or “Prototype”) tab, and you will be presented with all customizable options.
Edit as much as you like, and simply press “Use Defaults” if you would like to return to the standard configuration. We really hope everyone enjoys and uses this new feature, it should be very useful for those who want a specific keyboard layout, visuals, and workflow.
Arch tool to Shape Creation Panel.ProBuilder-ize action.Subdivide command.Connect command (edges, faces, vertices).Insert Edge Loop command.Select Ring command.Grow Selection command (Alt-G).E and R shortcuts, respectively).Bridge Edges action. Selected 2 edges to create a face bridging them.Collapse Selected Vertices action. Select any number of vertices and merge them to a single point.Split Selected Vertices action. Splits the selected vertices.Weld Selected Vertices action. Checks if any selected vertices share a point, and if so, merge them.Invert Selection action. (ProBuilder -> Edit -> Invert Selection).Extrude action (ProBuilder -> Edit -> Extrude). Works for single or multiple faces, as well as edges. Hold shift while moving a face to automatically extrude (works for translate, rotate, and scale).Flip Normals, Mirror Object, Set Pivot, Vertex Color Interface and Extrude Face.Force Convex field of a Mesh Collider if it is set to default collider.Reset Projection Axis UV repair tool. Resets all UV settings to use the Auto face projection.Force Pivot to Vertex and Force Pivot to Grid preferences allow for easier grid snapping.t showNodraw Face` notification if in Top Level editing mode.G key now exits Texture Mode.
Detach Face where occasionally a null shared index array would survive the rebuild.Fix GameObject Flags would improperly exit on failing to find a pb_Entity component.t match the selected faces transform.NullRefError in pb_Object::GetVertices.Axis Constraints toggle in ProGrids would not be respected when translating faces.W key in the SceneView Fly mode would lock the camera to forward movement.Sphere Collider option for Remove Collider.Faces menu item, merge with GeometryMirror Tool and Vertex Color Interface to Editor Core.API / Internal
color property to pb_Face. Used when setting Mesh.colors32.Known issues
Delete Face notification incorrectly displaying on OSX.Detach Face action.Toggle Mover Visibility button.G key now toggles between Edit Levels.API
Internal
World is now default handle alignment.