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Merge pull request #560 from Unity-Technologies/suearking-DOCATT-5849-2
Action Reference - PR #2
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Documentation~/CenterPivot.md

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# ![Center Pivot icon](images/icons/CenterPivot.png) Center Pivot
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# Center Pivot
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The __Center Pivot__ action moves the pivot point for the Mesh to the center of the object’s bounds. For example, if you move a lot of vertices on one side of your Mesh, when you try to rotate the object, it rotates around a point outside of the Mesh.
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The __Center Pivot__ action moves the pivot point for a mesh to the center of the object’s bounds. You might want to do this if you have elongated the vertices on one side of your mesh, which pushes the bounds on that side far from the original center.
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From the main menu, select **Tools** > **ProBuilder** > **Object** > **Center Pivot**.
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To center the pivot point:
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![Center Pivot example](images/CenterPivot_Example.png)
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1. Select one or more objects.
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> **Note:** If you have multiple objects selected, each object's new pivot point is the center of that object, regardless of the position of any other object.
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1. From the main menu, select **Tools** > **ProBuilder** > **Object** > **Center Pivot**.
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If you are in the GameObject context, you can also right-click (macOS: **Ctrl**+click) the object and select **ProBuilder** > **Center Pivot**.
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![Center Pivot example. The mesh on the left side is above and to the right of its pivot. The mesh on the right has its pivot at its center.](images/CenterPivot_Example.png)
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> **Note:** If you have multiple objects selected, each object's new pivot point becomes the center of each object, regardless of the position of any other object.
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You can also set the pivot to the center of selected edges, faces, and vertices. Refer to the [Set Pivot](SetPivot.md) action for more information.

Documentation~/Edge_Bevel.md

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1. Do one of the following:
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* Right-click (macOS: **Ctrl**+click) on the selected face or edge and select **Bevel Edges**.
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* From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Bevel Edges**.
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1. The **Bevel Edges** overlay opens and a new face is created.
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## Bevel Edges options
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Documentation~/Edge_Connect.md

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# ![Connect Edges icon](images/icons/Edge_Connect.png) Connect Edges
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# Connect Edges
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The __Connect Edges__ action inserts an edge that connects the centers of each selected edge.
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Documentation~/Edge_Extrude.md

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# ![Extrude Edges icon](images/icons/Edge_Extrude.png) Extrude Edges
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# Extrude Edges
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The __Extrude Edges__ action pushes a new edge out from each selected edge, connected by a new face for each edge. This action only works on open edges (that is, an edge that has no connected face on one side). However, you can override this restriction with the [Allow non-manifold actions](preferences.md#bridge) option.
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Documentation~/Edge_FillHole.md

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Documentation~/Edge_InsertLoop.md

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# ![Insert Edge Loop icon](images/icons/Edge_InsertLoop.png) Insert Edge Loop
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# Insert Edge Loop
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The __Insert Edge Loop__ action adds a new edge loop from the selected edge(s). An edge loop is a series of edges that are directly connected. They often encircle a 3D object and connect back at the origin point.
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Documentation~/Edge_SetPivot.md

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Documentation~/Edge_Subdivide.md

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# ![Subdivide Edge icon](images/icons/Edge_Subdivide.png) Subdivide Edges
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# Subdivide Edges
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The __Subdivide Edges__ action divides the selected edge(s) into multiple edges. By default, ProBuilder splits the edge in two, but in the Options window, you can set your own number of __Subdivisions__.
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Documentation~/Entity_Trigger.md

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# ![Entity icon](images/icons/Entity_Trigger.png) Entity type actions
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# Entity type actions
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ProBuilder provides some default "entity" behaviors. These are MonoBehaviours that provide some commonly used functionality.
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Documentation~/Face_ConformNormals.md

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# ![Conform Normals Icon](images/icons/Face_ConformNormals.png) Conform Normals (Faces)
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# Conform Normals (Faces)
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The __Conform Normals__ action sets all normals on the selected face(s) to the same relative direction.
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