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dfc428f
Jon's table update
Aug 14, 2024
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Edge_Bevel edit
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5032ec7
No more bevel face as a standalone?
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Bridge edges
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Bridge edges
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Found a new action
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Merge branch 'master' into suearkinunity-DOCATT-5849
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Update Documentation~/CenterPivot.md
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Merge pull request #568 from Unity-Technologies/suearkin-DOCATT-5849-5
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15 changes: 9 additions & 6 deletions Documentation~/CenterPivot.md
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# ![Center Pivot icon](images/icons/CenterPivot.png) Center Pivot
# Center Pivot

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.
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.

From the main menu, select **Tools** > **ProBuilder** > **Object** > **Center Pivot**.
To center the pivot point:

![Center Pivot example](images/CenterPivot_Example.png)
1. Select one or more objects.
> **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.
1. From the main menu, select **Tools** > **ProBuilder** > **Object** > **Center Pivot**.
If you are in the GameObject context, you can also right-click (macOS: **Ctrl**+click) the object and select **ProBuilder** > **Center Pivot**.

![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)


> **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.
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.
25 changes: 18 additions & 7 deletions Documentation~/Edge_Bevel.md
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# ![Bevel Edges icon](images/icons/Edge_Bevel.png) Bevel (Edge)
# Bevel Edges

The __Bevel Edge__ action splits the selected edge(s) into two edges, with a new face between.
To create a new face from an existing face or edge, use the __Bevel Edges__ action. If you bevel a face, all its edges create a new face. If you bevel an edge, only that edge creates a new face.

![Bevel 3 edges on cube](images/BevelEdges_Example.png)
![Beveling two doors. The left door has a bevel edge, and the right door has a bevel face](images/BevelEdges_Example.png)

From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Bevel Edges**.
To bevel edges or faces:

## Bevel Options
1. In the **Tools** overlay, select the **ProBuilder** context.
1. In the **Tool Settings** overlay, select either:
* The **Face** edit mode to bevel selected faces.
* The **Edge** edit mode to bevel selected edges.
1. Select the face or edge to bevel. Hold **Shift** to select multiple faces or edges.
1. Do one of the following:
* Right-click (macOS: **Ctrl**+click) on the selected face or edge and select **Bevel Edges**.
* From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Bevel Edges**.
1. The **Bevel Edges** overlay opens and a new face is created.

![Bevel Edge options](images/Edge_Bevel_props.png)
## Bevel Edges options

To change the width of the bevel, change the __Distance__ to move the newly created edge(s) from the position of the original edge(s). This becomes the width of the new face(s).
To change the width of the new face, change the __Distance__ value, which defines the distance in meters between the original and new bevels.

The minimum width is `0.0001`. The maximum width depends on the original shape, because the new face has to fit within it.

Select **Live Preview** to move the bevels as you change the distance value with the mouse. When **Live Preview** is off, the bevels update only when you release the mouse.
29 changes: 25 additions & 4 deletions Documentation~/Edge_Bridge.md
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# ![Bridge Edges icon](images/icons/Edge_Bridge.png) Bridge Edges
# Bridge Edges

The __Bridge Edges__ action creates a new face between two selected edges.

By default, this action can only bridge two open edges (that is, no face on the open or free side). However, you can override this; to do so, navigate to the Preferences and enable [Allow non-manifold actions](preferences.md#bridge).

![Bridge edges between two planes](images/BridgeEdges_Example.png)

You can use this action with the **Alt/Opt+B** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Bridge Edges**).
To bridge edges:

1. In the **Tools** overlay, select the **ProBuilder** context.
1. In the **Tool Settings** overlay the **Edge** edit mode.
1. Hold **Shift** to select the edges to bridge.
1. Do one of the following:
* Press **Alt+B** (macOs: **Option**+**Shift**+**B**).
* Right-click (macOS: **Ctrl**+click) on the selected edge and select **Bridge Edges**.
* From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Bridge Edges**.

## Open and closed edges

By default, the Bridge Edges action bridges only open edges, which are edges that have only one face. This is because an edge that has more than two faces on the same plane is a non-manifold geometry, which can lead to errors.

For example, if you have a door shape with an open archway and open external sides, by default you:

* Can bridge the external sides, because those edges each have only one face - the front or back of the door.
* Can't bridge the archway, because those edges have two faces each - the front (or back) and inside wall of the door.

To bridge closed edges, from the main menu, go to **Unity** > **Settings** > **ProBuilder** and select **Allow non-manifold actions**.




2 changes: 1 addition & 1 deletion Documentation~/Edge_Connect.md
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# ![Connect Edges icon](images/icons/Edge_Connect.png) Connect Edges
# Connect Edges

The __Connect Edges__ action inserts an edge that connects the centers of each selected edge.

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2 changes: 1 addition & 1 deletion Documentation~/Edge_Extrude.md
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# ![Extrude Edges icon](images/icons/Edge_Extrude.png) Extrude Edges
# Extrude Edges

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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15 changes: 0 additions & 15 deletions Documentation~/Edge_FillHole.md

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2 changes: 1 addition & 1 deletion Documentation~/Edge_InsertLoop.md
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# ![Insert Edge Loop icon](images/icons/Edge_InsertLoop.png) Insert Edge Loop
# Insert Edge Loop

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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15 changes: 0 additions & 15 deletions Documentation~/Edge_SetPivot.md

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2 changes: 1 addition & 1 deletion Documentation~/Edge_Subdivide.md
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# ![Subdivide Edge icon](images/icons/Edge_Subdivide.png) Subdivide Edges
# Subdivide Edges

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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2 changes: 1 addition & 1 deletion Documentation~/Entity_Trigger.md
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# ![Entity icon](images/icons/Entity_Trigger.png) Entity type actions
# Entity type actions

ProBuilder provides some default "entity" behaviors. These are MonoBehaviours that provide some commonly used functionality.

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16 changes: 0 additions & 16 deletions Documentation~/Face_Bevel.md

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2 changes: 1 addition & 1 deletion Documentation~/Face_ConformNormals.md
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# ![Conform Normals Icon](images/icons/Face_ConformNormals.png) Conform Normals (Faces)
# Conform Normals (Faces)

The __Conform Normals__ action sets all normals on the selected face(s) to the same relative direction.

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2 changes: 1 addition & 1 deletion Documentation~/Face_Delete.md
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# ![Delete Faces icon](images/icons/Face_Delete.png) Delete Faces
# Delete Faces

The __Delete Faces__ replace deletes the selected face(s).

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2 changes: 1 addition & 1 deletion Documentation~/Face_Detach.md
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# ![Detach Face icon](images/icons/Face_Detach.png) Detach Faces
# Detach Faces

The __Detach Faces__ action detaches the selected face(s) from the rest of the Mesh.

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2 changes: 1 addition & 1 deletion Documentation~/Face_Duplicate.md
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# ![Duplicate Faces icon](images/icons/Face_Duplicate.png) Duplicate Faces
# Duplicate Faces

The __Duplicate Faces__ action copies each selected face and either creates a new Mesh or leaves it in the same GameObject as a sub-Mesh, depending on the default options.

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45 changes: 23 additions & 22 deletions Documentation~/Face_Extrude.md
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# ![Extrude Face icon](images/icons/Face_Extrude.png) Extrude Faces
# Extrude Faces

The __Extrude Faces__ action creates a new face. To do this, it pulls out the currently selected face, and attaches sides to each edge.
The **Extrude Faces** action adds a section to your mesh by moving away the selected face and adding sides to connect it to the mesh from its new position. You can then either:

By default, each new face follows the direction of its vertex normals, but you can change this with the **Extrude By** option.
* Move the new section farther out and in any direction to make the shape larger.
* Inset the new section to create an interior space. For example, if you inset a face on a cube, you create a box with an open side and a false bottom.

![Extrude from inset face on top of cube](images/ExtrudeFace_Example.png)
![On the left, the cube's top face has a central section selected. On the right, that central section is extruded.](images/ExtrudeFace_Example.png)

You can invoke this action in either way:

- Select one or more face(s) and click **Extrude Faces**. By default, the distance of the extrusion is **0.5**, but you can change that with the **Distance** option.

> **Tip:** You can also use this action with the **Ctrl/Cmd+E** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Extrude**).

- Select one or more face(s) and then hold **Shift** while moving, rotating, or scaling the selected face(s). This method ignores the options but provides greater control, especially with the direction of the extrusion.

When you use this method with the scaling control, it creates an inset.
To extrude a face:

1. In the **Tools** overlay, select the **ProBuilder** context.
1. In the **Tool Settings** overlay, select the **Face** edit mode.
1. Select the face to extrude. Hold **Shift** to select multiple faces.
1. Do one of the following:
* Right-click (macOS: **Ctrl**+click) on the selected face and select **Extrude Faces**.
* From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Extrude**.
1. The **Extrude Faces** overlay opens and a new face is created.
* By default, the new face follows the direction of its vertex normals. You can change this with the **Extrude By** option.
* By default, the distance of the extrusion is **0.5**. You can change this with the **Distance** option. A negative value creates an inset.
* You can use the Transform tools to move, rotate, or scale the new face instead of using the options in the overlay. Hold **Shift** for greater control.


## Extrude Faces Options

These options only apply if you are using the **Extrude Faces** button or the **Ctrl/Cmd+E** shortcut.
| **Property** | | **Description** |
| :--- | --- | --- |
| **Extrude By** | | When you extrude more than one face, and those faces share an edge, set how the new faces behave along the shared edge. |
| | ![](images/extrude_face_normals.png) **Face Normals** | Each new face follows the direction of its original face, and the faces are connected to each other. |
| | ![](images/extrude_vertex_normal.png) **Vertex Normals** | The edges of the new faces farthest from the joint edge follow the direction of the original faces. However, the faces move toward the shared edge rather than follow the original direction for their whole length. |
| | ![](images/extrude_individual_faces.png) **Individual Faces** | Each new face follows the direction of its original face, but the faces aren't connected to each other. |
| **Distance** | | Distance to extrude the faces(s). Use negative values to inset the face, and define inset. |

![Extrude Face options](images/Face_Extrude_props.png)

| **Property:** | | **Description:** |
| :-------------- | ------------------------------------------------------------ | ------------------------------------------------------------ |
| **Extrude By** | | Direction for extruding each selected face. |
| | ![FaceNormalsIcon](images/icons/ExtrudeFace_FaceNormals.png) **Face Normals** | Use the selected face's own surface direction. Adjacent faces remain connected. |
| | ![FaceNormalsIcon](images/icons/ExtrudeFace_VertexNormals.png) **Vertex Normals** | Use the selected face's Vertex normals. Adjacent faces remain connected. <br />This is the default. |
| | ![FaceNormalsIcon](images/icons/ExtrudeFace_Individual.png) **Individual Faces** | Use the selected face's own surface direction. However, adjacent faces do *not* remain connected. |
| __Distance__ | | Distance to extrude the faces(s). <br />Both positive and negative values are valid. |
2 changes: 1 addition & 1 deletion Documentation~/Face_FlipNormals.md
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# ![Flip Normals icon](images/icons/Face_FlipNormals.png) Flip Face Normals
# Flip Face Normals

The __Flip Face Normals__ action flips the normals only on the selected face(s).

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15 changes: 0 additions & 15 deletions Documentation~/Face_FlipTri.md

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2 changes: 1 addition & 1 deletion Documentation~/Face_Merge.md
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# ![Merge Faces icon](images/icons/Face_Merge.png) Merge Faces
# Merge Faces

The __Merge Faces__ action merges selected faces into a single face, and removes any dividing edges.

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14 changes: 0 additions & 14 deletions Documentation~/Face_SetPivot.md

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2 changes: 1 addition & 1 deletion Documentation~/Face_Subdivide.md
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# ![Subdivide Face icon](images/icons/Face_Subdivide.png) Subdivide Face
# Subdivide Face

The __Subdivide Face__ action splits each selected face. To do this, it adds a vertex at the center of each edge and connects them in the center.

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2 changes: 1 addition & 1 deletion Documentation~/Face_Triangulate.md
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# ![Triangulate Faces icon](images/icons/Face_Triangulate.png) Triangulate Faces
# Triangulate Faces

The __Triangulate Faces__ action reduces selected faces to their base triangles. This creates a faceted, non-smooth appearance.

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21 changes: 21 additions & 0 deletions Documentation~/FillHole.md
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# Fill Hole

In ProBuilder, a hole is a missing face. The **Fill Hole** action creates a face between existing edges or vertices that touch the selected hole.

> **Tip:** You don't need to select all edges or vertices around a hole. Selecting only one edge or vertex is enough to fill the hole.

To fill a hole:

1. In the **Tools** overlay, select the **ProBuilder** context.
1. In the **Tool Settings** overlay, select either:
* The **Vertex** edit mode.
* The **Edge** edit mode.
1. Select an edge or vertex along the hole. <!--the tooltip on Fille Entire Hole says you can get all the holes at once by not selecting anything - same as Select Hole - but I can't get the Fill Hole option clickable without selecting something-->
1. Do one of the following:
* Right-click (macOS: **Ctrl**+click) select **Fill Hole**.
* From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Select Hole**.
1. The **Fill Hole Options** overlay opens.
By default, ProBuilder fills the entire hole. If you want to fill only part of the hole, disable the **Fill Entire Hole** option and select the edges you want to build along.
For example, if you have a missing quad, and select to adjacent edges, ProBuilder creates a triangular polygon that covers half of the hole.

![On the right is a shape with a hole. On the left, the hole is filled.](images/FillHole_Example.png)
2 changes: 1 addition & 1 deletion Documentation~/Freeze_Transform.md
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# ![Freeze Transform icon](images/icons/Freeze_Transform.png) Freeze Transform
# Freeze Transform

The __Freeze Transform__ action sets the selected object's position, rotation, and scale to world-relative origin (**{0,0,0}**) without changing any vertex positions. That means it resets the pivot location and clears all Transform values, but doesn't change the size, shape, or location of the object in the Scene.

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2 changes: 1 addition & 1 deletion Documentation~/HandleAlign.md
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# ![Orientation](images/icons/HandleAlign_Local.png) Orientation
# Orientation

The __Orientation__ action sets the orientation of scene handles when you select [objects and elements](modes.md). Click the __Orientation__ button to switch between the three states: __Global__, __Local__, or __Normal__.

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2 changes: 1 addition & 1 deletion Documentation~/Object_ConformNormals.md
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# ![Conform Normals icon](images/icons/Object_ConformNormals.png) Conform Normals (Objects)
# Conform Normals (Objects)

The __Conform Normals__ action sets all face normals on the selected object to the same relative direction.

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2 changes: 1 addition & 1 deletion Documentation~/Object_Export.md
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# ![Export icon](images/icons/Object_Export.png) Export
# Export

The __Export__ action [exports](workflow-exporting.md#export) the selected ProBuilder object(s) to a 3D Model file.

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