diff --git a/Content/Resources/Materials/ProBuilderDefault.mat b/Content/Resources/Materials/ProBuilderDefault.mat index 499c9bf99..82ac616f1 100644 --- a/Content/Resources/Materials/ProBuilderDefault.mat +++ b/Content/Resources/Materials/ProBuilderDefault.mat @@ -59,7 +59,7 @@ Material: m_LightmapFlags: 1 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 + m_CustomRenderQueue: -1 stringTagMap: MotionVector: User disabledShaderPasses: diff --git a/Documentation~/Edge_Connect.md b/Documentation~/Edge_Connect.md index f4c26bbbf..952ee4450 100644 --- a/Documentation~/Edge_Connect.md +++ b/Documentation~/Edge_Connect.md @@ -1,4 +1,4 @@ -# ![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. diff --git a/Documentation~/Edge_Extrude.md b/Documentation~/Edge_Extrude.md index 47e1acb85..7876ab06d 100644 --- a/Documentation~/Edge_Extrude.md +++ b/Documentation~/Edge_Extrude.md @@ -1,4 +1,4 @@ -# ![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. diff --git a/Documentation~/Edge_InsertLoop.md b/Documentation~/Edge_InsertLoop.md index a65d80a7a..2153d588b 100644 --- a/Documentation~/Edge_InsertLoop.md +++ b/Documentation~/Edge_InsertLoop.md @@ -1,4 +1,4 @@ -# ![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. diff --git a/Documentation~/Edge_Subdivide.md b/Documentation~/Edge_Subdivide.md index 35bba8662..e2b754bea 100644 --- a/Documentation~/Edge_Subdivide.md +++ b/Documentation~/Edge_Subdivide.md @@ -1,4 +1,4 @@ -# ![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__. diff --git a/Documentation~/Entity_Trigger.md b/Documentation~/Entity_Trigger.md index 989301637..bf065c890 100644 --- a/Documentation~/Entity_Trigger.md +++ b/Documentation~/Entity_Trigger.md @@ -1,4 +1,4 @@ -# ![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. diff --git a/Documentation~/Face_ConformNormals.md b/Documentation~/Face_ConformNormals.md index 74dd32ff9..9527fecf6 100644 --- a/Documentation~/Face_ConformNormals.md +++ b/Documentation~/Face_ConformNormals.md @@ -1,4 +1,4 @@ -# ![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. diff --git a/Documentation~/Face_Delete.md b/Documentation~/Face_Delete.md index 7af4e3bee..d1fef76ad 100644 --- a/Documentation~/Face_Delete.md +++ b/Documentation~/Face_Delete.md @@ -1,4 +1,4 @@ -# ![Delete Faces icon](images/icons/Face_Delete.png) Delete Faces +# Delete Faces The __Delete Faces__ replace deletes the selected face(s). diff --git a/Documentation~/Face_Detach.md b/Documentation~/Face_Detach.md index bc0e513b0..27ce45a77 100644 --- a/Documentation~/Face_Detach.md +++ b/Documentation~/Face_Detach.md @@ -1,4 +1,4 @@ -# ![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. diff --git a/Documentation~/Face_Duplicate.md b/Documentation~/Face_Duplicate.md index 88f0bb6e4..542c4e8b2 100644 --- a/Documentation~/Face_Duplicate.md +++ b/Documentation~/Face_Duplicate.md @@ -1,4 +1,4 @@ -# ![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. diff --git a/Documentation~/Face_Extrude.md b/Documentation~/Face_Extrude.md index 15252635c..abc43c2c1 100644 --- a/Documentation~/Face_Extrude.md +++ b/Documentation~/Face_Extrude.md @@ -1,33 +1,34 @@ -# ![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.
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).
Both positive and negative values are valid. | diff --git a/Documentation~/Face_FlipNormals.md b/Documentation~/Face_FlipNormals.md index 2029de0f6..a5d5e1284 100644 --- a/Documentation~/Face_FlipNormals.md +++ b/Documentation~/Face_FlipNormals.md @@ -1,4 +1,4 @@ -# ![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). diff --git a/Documentation~/Face_FlipTri.md b/Documentation~/Face_FlipTri.md deleted file mode 100644 index 66cd6169d..000000000 --- a/Documentation~/Face_FlipTri.md +++ /dev/null @@ -1,15 +0,0 @@ -# ![Flip Triangles icon](images/icons/Face_FlipTri.png) Flip Face Edge - -The __Flip Face Edge__ action swaps the triangle orientation on the selected face(s) with four sides. This reverses the direction of the middle edge in a quad. - -![Edge intersects top-left to bottom right on side of cube before; bottom-left to top-right after flip](images/FlipTri_Example.png) - -Use this to smooth ridges in quads with varied height corners. - -> **Note:** This only works on quads (four-sided polygons). - -This action is often called **Turn Edges** in other 3D modeling applications. - - - -From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Flip Face Edge**. \ No newline at end of file diff --git a/Documentation~/Face_Merge.md b/Documentation~/Face_Merge.md index 9141de088..88aafc975 100644 --- a/Documentation~/Face_Merge.md +++ b/Documentation~/Face_Merge.md @@ -1,4 +1,4 @@ -# ![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. diff --git a/Documentation~/Face_Subdivide.md b/Documentation~/Face_Subdivide.md index f9b59504e..21548517a 100644 --- a/Documentation~/Face_Subdivide.md +++ b/Documentation~/Face_Subdivide.md @@ -1,4 +1,4 @@ -# ![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. diff --git a/Documentation~/Face_Triangulate.md b/Documentation~/Face_Triangulate.md index f88bc7947..a1259d4b1 100644 --- a/Documentation~/Face_Triangulate.md +++ b/Documentation~/Face_Triangulate.md @@ -1,4 +1,4 @@ -# ![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. diff --git a/Documentation~/Freeze_Transform.md b/Documentation~/Freeze_Transform.md index 5bc7fc605..85e0037c9 100644 --- a/Documentation~/Freeze_Transform.md +++ b/Documentation~/Freeze_Transform.md @@ -1,4 +1,4 @@ -# ![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. diff --git a/Documentation~/HandleAlign.md b/Documentation~/HandleAlign.md index 4922a56d0..c2647390b 100644 --- a/Documentation~/HandleAlign.md +++ b/Documentation~/HandleAlign.md @@ -1,4 +1,4 @@ -# ![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__. diff --git a/Documentation~/Object_ConformNormals.md b/Documentation~/Object_ConformNormals.md index 31e6fb054..f2eef0909 100644 --- a/Documentation~/Object_ConformNormals.md +++ b/Documentation~/Object_ConformNormals.md @@ -1,4 +1,4 @@ -# ![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. diff --git a/Documentation~/Object_Export.md b/Documentation~/Object_Export.md index 9f317e34e..ffa17de16 100644 --- a/Documentation~/Object_Export.md +++ b/Documentation~/Object_Export.md @@ -1,4 +1,4 @@ -# ![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. diff --git a/Documentation~/Object_FlipNormals.md b/Documentation~/Object_FlipNormals.md index ddadd41eb..836fefab9 100644 --- a/Documentation~/Object_FlipNormals.md +++ b/Documentation~/Object_FlipNormals.md @@ -1,4 +1,4 @@ -# ![Flip Normals icon](images/icons/Object_FlipNormals.png) Flip Normals +# Flip Normals The __Flip Normals__ action flips the normals of all faces on the selected object(s). This is especially useful if you want to convert an exterior-modeled shape into an interior space. diff --git a/Documentation~/Object_LightmapUVs.md b/Documentation~/Object_LightmapUVs.md index 9664a3ae3..77728d360 100644 --- a/Documentation~/Object_LightmapUVs.md +++ b/Documentation~/Object_LightmapUVs.md @@ -1,4 +1,4 @@ -# ![Lightmap UVs icon](images/icons/Object_LightmapUVs.png) Lightmap UVs +# Lightmap UVs Use the __Lightmap UVs__ action to manually generate any missing lightmap UVs. This works on each Mesh in every open scene that is missing lightmap UVs. diff --git a/Documentation~/Object_Merge.md b/Documentation~/Object_Merge.md index 2ab66b70c..beba780dc 100644 --- a/Documentation~/Object_Merge.md +++ b/Documentation~/Object_Merge.md @@ -1,4 +1,4 @@ -# ![Merge Objects icon](images/icons/Object_Merge.png) Merge Objects +# Merge Objects The __Merge Objects__ action merges two or more selected ProBuilder GameObjects into a single ProBuilder GameObject. diff --git a/Documentation~/Object_Mirror.md b/Documentation~/Object_Mirror.md index 726a4e604..2d440448b 100644 --- a/Documentation~/Object_Mirror.md +++ b/Documentation~/Object_Mirror.md @@ -1,4 +1,4 @@ -# ![Mirror Objects icon](images/icons/Object_Mirror.png) Mirror Objects +# Mirror Objects The __Mirror Objects__ action creates mirrored copies of objects. diff --git a/Documentation~/Object_ProBuilderize.md b/Documentation~/Object_ProBuilderize.md index a195fcd9b..f3d332e0c 100644 --- a/Documentation~/Object_ProBuilderize.md +++ b/Documentation~/Object_ProBuilderize.md @@ -1,4 +1,4 @@ -# ![ProBuilderize icon](images/icons/Object_ProBuilderize.png) ProBuilderize +# ProBuilderize The __ProBuilderize__ action converts the selected object(s) into ProBuilder-editable objects. diff --git a/Documentation~/Object_Subdivide.md b/Documentation~/Object_Subdivide.md index 5bb2e8dab..339fe8b88 100644 --- a/Documentation~/Object_Subdivide.md +++ b/Documentation~/Object_Subdivide.md @@ -1,4 +1,4 @@ -# ![Subdivide Object icon](images/icons/Object_Subdivide.png) Subdivide Object +# Subdivide Object The __Subdivide Object__ action divides every face on selected objects, allowing for greater levels of detail when modeling. diff --git a/Documentation~/Object_Triangulate.md b/Documentation~/Object_Triangulate.md index 17e8bee66..8042fed10 100644 --- a/Documentation~/Object_Triangulate.md +++ b/Documentation~/Object_Triangulate.md @@ -1,4 +1,4 @@ -# ![Triangulate icon](images/icons/Object_Triangulate.png) Triangulate (Objects) +# Triangulate (Objects) The __Triangulate__ action reduces all polygons to their base triangles. This creates a sharp, faceted appearance. diff --git a/Documentation~/Offset_Elements.md b/Documentation~/Offset_Elements.md index 7622546c1..c2f4d3b6a 100644 --- a/Documentation~/Offset_Elements.md +++ b/Documentation~/Offset_Elements.md @@ -1,4 +1,4 @@ -# ![Offset Elements icon](images/icons/Offset_Elements.png) Offset Elements +# Offset Elements The __Offset Elements__ action moves the selected element(s) according to the default values. You can change the default values with the **Offset Settings**. diff --git a/Documentation~/Selection_Rect_Intersect.md b/Documentation~/Selection_Rect_Intersect.md index ebe0271a8..59845c962 100644 --- a/Documentation~/Selection_Rect_Intersect.md +++ b/Documentation~/Selection_Rect_Intersect.md @@ -1,4 +1,4 @@ -# ![Selection Rect icon](images/icons/Selection_Rect_Intersect.png) Rect +# Rect Use the __Rect__ action to choose whether drag selection should only select elements completely inside the drag rectangle, or also elements that are partially inside the the drag rectangle. diff --git a/Documentation~/Selection_Ring_Edge.md b/Documentation~/Selection_Ring_Edge.md index cc8a923e8..2f285d83e 100644 --- a/Documentation~/Selection_Ring_Edge.md +++ b/Documentation~/Selection_Ring_Edge.md @@ -1,4 +1,4 @@ -# ![Select Edge Ring icon](images/icons/Selection_Ring.png) Select Edge Ring +# Select Edge Ring The __Select Edge Ring__ action selects a ring from each selected edge. An edge ring is a series of edges which share faces but are not directly connected. diff --git a/Documentation~/Selection_Ring_Face.md b/Documentation~/Selection_Ring_Face.md index 6a2fd723f..b0e099708 100644 --- a/Documentation~/Selection_Ring_Face.md +++ b/Documentation~/Selection_Ring_Face.md @@ -1,4 +1,4 @@ -# ![Select Face Ring icon](images/icons/Selection_Ring_Face.png) Select Face Ring +# Select Face Ring Selects a face ring from each selected face. diff --git a/Documentation~/Selection_SelectByMaterial.md b/Documentation~/Selection_SelectByMaterial.md index 21aab0a39..de5543a1f 100644 --- a/Documentation~/Selection_SelectByMaterial.md +++ b/Documentation~/Selection_SelectByMaterial.md @@ -1,19 +1,25 @@ -# ![Select by Material icon](images/icons/Selection_SelectByMaterial.png) Select by Material +# Select Material -The __Select by Material__ action selects all faces on this object that have the same Material as the selected face(s). You can also extend the selection to other GameObjects if you disable the **Current Selection** option. +To select all the faces that use the same material as your current selection, use the **Select Material** action. For example, you might want to select all faces using a material so that you can replace that material. -![Select all faces with brick Material on the Mesh](images/Example_SelectByMaterial.png) +This action is only available in [face mode](modes.md). -This action is useful if you want to replace all Materials on a complex object. It is only available in [face mode](modes.md). +![On the left, a single face with a brick material is selected. On the right, all the faces on the same object that use the brick material are selected.](images/Example_SelectByMaterial.png) -> **Tip:** You can also access this action from the ProBuilder menu (**Tools** > **ProBuilder** > **Selection** > **Select Material**). +To select faces by material: +1. In the **Tools** overlay, select the **ProBuilder** context. +1. In the **Tool Settings** overlay, select the **Face** edit mode. +1. Select a face. To select more than one material, hold **Shift** and select more faces. +1. Do one of the following: + * Right-click (macOS: **Ctrl**+click) and click **Select** > **ProBuilder Select** > **Select Material**. + * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Material**. +1. The **Select Material** overlay opens and the selection is expanded to match the default settings. + By default, ProBuilder selects matching faces from all GameObjects in the scene. To limit your selection to the current GameObject, in the **Select Material Options** overlay, select **Current Selection**. +## Select Material Options -## Select by Material Options +To limit the face selection to the current GameObject, select **Current Selection**. -Enable the **Current Selection** option to extend the selection to other faces on the currently selected GameObject(s) only. By default, this option is disabled. +When disabled, ProBuilder selects every face that has a matching material on any GameObject in the scene. -When disabled, ProBuilder selects every face that has a matching Material on any GameObject in the scene. This is particularly useful if you want to replace this Material with another on every GameObject in the scene at once. - -![Grow Selection Options](images/Selection_SelectByMaterial_props.png) diff --git a/Documentation~/Selection_SelectByVertexColor.md b/Documentation~/Selection_SelectByVertexColor.md index d93fbb678..8ae1d8520 100644 --- a/Documentation~/Selection_SelectByVertexColor.md +++ b/Documentation~/Selection_SelectByVertexColor.md @@ -1,19 +1,28 @@ -# ![Select by Vertex Color icon](images/icons/Selection_SelectByVertexColor.png) Select by Colors +# Select Vertex Color -The __Select by Colors__ selects all faces on this object which have the same vertex color as the selected face. You can also extend the selection to other GameObjects if you disable the **Current Selection** option. +To select all elements (faces, edges, or vertices) from faces that use the same vertex color, use the **Select Vertex Color** action. This action is available in the [vertex, edge, and face modes](modes.md). -Even if the vertex color isn't currently visible (for example, if it has a Material that doesn't show colors, like the checkerboard Material), the colored faces are still selected. +> **Note:** Selection works even on vertex colors that aren't currently visible, for example if their material shader doesn't display colors. -![Select all orange faces on the Mesh](images/Example_SelectByVertexColor.png) +![On the left, a single orange face is selected. On the right, all orange faces are selected.](images/Example_SelectByVertexColor.png) -This action is useful for grouping out sections of your Mesh with different vertex colors. It is available in the [vertex, edge, and face modes](modes.md). +To select faces by material: -From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Vertex Color**. +1. In the **Tools** overlay, select the **ProBuilder** context. +1. In the **Tool Settings** overlay, select an edit mode. All three modes support this action. +1. Select an element. To select more than one color, hold **Shift** and select more elements. +1. Do one of the following: + * Right-click (macOS: **Ctrl**+click) and click **Select** > **ProBuilder Select** > **Select Vertex Color**. + * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Vertex Color**. + \ No newline at end of file diff --git a/Documentation~/Selection_SelectHidden.md b/Documentation~/Selection_SelectHidden.md index 41625eb19..c1300e8b5 100644 --- a/Documentation~/Selection_SelectHidden.md +++ b/Documentation~/Selection_SelectHidden.md @@ -1,4 +1,4 @@ -# ![Select Hidden ON](images/icons/Selection_SelectHidden-ON.png) Select Hidden +# Select Hidden Use the __Select Hidden__ action to determine whether ProBuilder selects or ignores hidden elements when you perform a drag-selection. Clicking the __Select Hidden__ button to switch between the two states: __On__ or __Off__. diff --git a/Documentation~/Selection_Shift.md b/Documentation~/Selection_Shift.md deleted file mode 100644 index 0c33eea04..000000000 --- a/Documentation~/Selection_Shift.md +++ /dev/null @@ -1,18 +0,0 @@ -# ![Shift Modifier icon](images/icons/Selection_ShiftDifference.png) Shift - -Use the __Shift__ action to change what happens to the selection when you **Shift+Click** an element or hold **Shift** while drag-selecting. Click the __Shift__ button to switch between the three states: __Add__, __Remove__, or __Difference__. - -![Same Shift-drag action has different effect depending on Shift setting](images/ShiftModifier_Example.png) - -From the main menu, select **Tools** > **ProBuilder** > **Interaction** > **Toggle Drag Selection Mode**. - -The button displays the following to indicate what state the action is in: - -| **Icon mode:** | **Text mode:** | **Description:** | -| :----------------------------------------------------------- | --------------------- | ------------------------------------------------------------ | -| ![SHIFT Modifier Add](images/icons/Selection_ShiftAdd.png) | **Shift: Add** | __Shift+Click__ adds the selected elements to the current selection. | -| ![SHIFT Modifier Subtract](images/icons/Selection_ShiftSubtract.png) | **Shift: Subtract** | __Shift+Click__ removes the selected elements from the current selection. | -| ![SHIFT Modifier Difference](images/icons/Selection_ShiftDifference.png) | **Shift: Difference** | __Shift+Click__ toggles the selection: it adds unselected elements and removes selected elements. | - -This action is available in the [vertex, edge, and face modes](modes.md). - diff --git a/Documentation~/Selection_Shrink.md b/Documentation~/Selection_Shrink.md index 5c99c071d..b3fecddd7 100644 --- a/Documentation~/Selection_Shrink.md +++ b/Documentation~/Selection_Shrink.md @@ -1,4 +1,4 @@ -# ![Shrink Selection](images/icons/Selection_Shrink.png) Shrink Selection +# Shrink Selection The __Shrink Selection__ action removes the elements on the perimeter of the current selection. It performs the opposite action of the [Grow Selection](Selection_Grow.md) action. diff --git a/Documentation~/Selection_SmoothingGroup.md b/Documentation~/Selection_SmoothingGroup.md index 76417ba02..862de2196 100644 --- a/Documentation~/Selection_SmoothingGroup.md +++ b/Documentation~/Selection_SmoothingGroup.md @@ -1,4 +1,4 @@ -# ![Select By Smoothing Group action](images/icons/Selection_SelectBySmoothingGroup.png) Select Smoothing Group +# Select Smoothing Group Use the **Select Smoothing Group** action inside the [Smooth Group Editor window](smoothing-groups.md) to select faces matching the current smoothing group. diff --git a/Documentation~/TableOfContents.md b/Documentation~/TableOfContents.md index adba75ab6..df7fc6c0e 100644 --- a/Documentation~/TableOfContents.md +++ b/Documentation~/TableOfContents.md @@ -3,7 +3,6 @@ * [Getting started](overview) * [ProBuilder mesh components](components) * [Edit modes and active contexts](modes) - * [Tools vs. actions](tools) * [Installing ProBuilder](installing) * [Helpful links](links) * [Interacting with ProBuilder](overview-ui) @@ -13,14 +12,16 @@ * [Transform tools in ProBuilder](Transform_Tools) * [ProBuilder shortcuts](hotkeys) * [Creating meshes](workflow-create) - * [Pre-defined shape](workflow-create-predefined) - * [Polygon shape](workflow-create-polyshape) + * [Pre-defined shape](workflow-create-predefined) + * [Polygon shape](workflow-create-polyshape) + * [ProBuilderize](Object_ProBuilderize) + * [ProBuilder MeshFilter component](ProBuilderMesh) * [Editing meshes](workflow-edit) * [Common editing tasks](workflow-edit-tasks) * [Modeling tips for novices](workflow-edit-tips) * [Setting vertex colors](workflow-vertexcolors) * [Selection options reference](selection_ref) - * [Grow Selection](Selection_Grow) + * [Grow Selection](Selection_Grow) * [Select Hole](Selection_SelectHole) * [Select Face Loop or Face Ring](Selection_FaceLoopRing) * [Select Edge Loop or Edge Ring](Selection_EdgeLoopRing) @@ -30,20 +31,17 @@ * [Shrink Selection](Selection_Shrink) * [Select Path](SelectPath) * [Interaction options reference](interaction-ref) - * [Rect](Selection_Rect_Intersect) + * [Rect](Selection_Rect_Intersect) * [Toggle Handle Orientation](HandleAlign) * [Toggle Select Back Faces](Selection_SelectHidden) * [Toggle X Ray](Toggle_X_Ray) - * [Shift](Selection_Shift) * [Object options reference](object-ref) - * [Center Pivot](CenterPivot) + * [Center Pivot](CenterPivot) * [Conform Objects Normals](Object_ConformNormals) * [Flip Normals](Object_FlipNormals) * [Freeze Transform](Freeze_Transform) * [Merge Objects](Object_Merge) * [Mirror Objects](Object_Mirror) - * [ProBuilderize](Object_ProBuilderize) - * [ProBuilder MeshFilter component](ProBuilderMesh) * [Set Collider](Entity_Trigger#Collider) * [Set Trigger](Entity_Trigger) * [Subdivide Object](Object_Subdivide) @@ -59,8 +57,7 @@ * [Export](Object_Export) * [Extrude Edges](Edge_Extrude) * [Extrude Faces](Face_Extrude) - * [Inset](Face_Inset) - * [Fill Hole)](FillHole) + * [Fill Hole](FillHole) * [Flip Face Edge](Face_FlipTri) * [Flip Face Normals](Face_FlipNormals) * [Insert Edge Loop](Edge_InsertLoop) @@ -96,7 +93,7 @@ * [Torus](Torus) * [Cut tool](cut-tool) * [Snap to Grid](snap-to-grid) -* [Editor window reference](ref_windows) +* [Editor windows reference](ref_windows) * [Lightmap UV Editor window](lightmap-uv) * [Lightmap UVs](Object_LightmapUVs) * [Material Editor window](material-tools) diff --git a/Documentation~/Toggle_X_Ray.md b/Documentation~/Toggle_X_Ray.md index 98ddca043..cb004b091 100644 --- a/Documentation~/Toggle_X_Ray.md +++ b/Documentation~/Toggle_X_Ray.md @@ -2,9 +2,4 @@ Shows hidden faces. - + \ No newline at end of file diff --git a/Documentation~/Vert_Collapse.md b/Documentation~/Vert_Collapse.md index 5a1797576..fb39373dc 100644 --- a/Documentation~/Vert_Collapse.md +++ b/Documentation~/Vert_Collapse.md @@ -1,4 +1,4 @@ -# ![Collapse Vertices icon](images/icons/Vert_Collapse.png) Collapse Vertices +# Collapse Vertices The __Collapse Vertices__ action collapses all selected vertices to a single point, regardless of distance. diff --git a/Documentation~/Vert_Connect.md b/Documentation~/Vert_Connect.md index e64679857..9dd9deb77 100644 --- a/Documentation~/Vert_Connect.md +++ b/Documentation~/Vert_Connect.md @@ -1,4 +1,4 @@ -# ![Connect Vertices Icon](images/icons/Vert_Connect.png) Connect Vertices +# Connect Vertices The __Connect Vertices__ action creates a new edge that connects the selected vertices. diff --git a/Documentation~/Vert_FillHole.md b/Documentation~/Vert_FillHole.md index fdd133c21..c7c10634f 100644 --- a/Documentation~/Vert_FillHole.md +++ b/Documentation~/Vert_FillHole.md @@ -1,4 +1,4 @@ -# ![Fill Hole icon](images/icons/FillHole.png) Fill Hole (Vertices) +# Fill Hole (Vertices) The __Fill Hole__ action creates a new face that fills any holes that touch the selected vertices. diff --git a/Documentation~/Vert_Split.md b/Documentation~/Vert_Split.md index a038b35d7..dcff4f681 100644 --- a/Documentation~/Vert_Split.md +++ b/Documentation~/Vert_Split.md @@ -1,4 +1,4 @@ -# ![Split Vertices icon](images/icons/Vert_Split.png) Split Vertices +# Split Vertices The __Split Vertices__ action splits a vertex into individual vertices (one for each adjacent face) so that you can move the faces independently. diff --git a/Documentation~/Vert_Weld.md b/Documentation~/Vert_Weld.md index 7b1e371d4..e3de893c6 100644 --- a/Documentation~/Vert_Weld.md +++ b/Documentation~/Vert_Weld.md @@ -1,4 +1,4 @@ -# ![Weld Vertices icon](images/icons/Vert_Weld.png) Weld Vertices +# Weld Vertices The __Weld Vertices__ action merges selected vertices within a specific distance of one another. You can set this distance with the **Weld Distance** option. diff --git a/Documentation~/geo_ref.md b/Documentation~/geo_ref.md index 9189c7988..509afc991 100644 --- a/Documentation~/geo_ref.md +++ b/Documentation~/geo_ref.md @@ -37,12 +37,3 @@ These actions are available: | [Triangulate Faces](Face_Triangulate.md) | | | | x | | [Weld Vertices](Vert_Weld.md) | | x | | | - - \ No newline at end of file diff --git a/Documentation~/images/extrude_before.png b/Documentation~/images/extrude_before.png new file mode 100644 index 000000000..51c325e55 Binary files /dev/null and b/Documentation~/images/extrude_before.png differ diff --git a/Documentation~/images/extrude_face_normals.png b/Documentation~/images/extrude_face_normals.png new file mode 100644 index 000000000..7b698cd04 Binary files /dev/null and b/Documentation~/images/extrude_face_normals.png differ diff --git a/Documentation~/images/extrude_individual_faces.png b/Documentation~/images/extrude_individual_faces.png new file mode 100644 index 000000000..c857459c4 Binary files /dev/null and b/Documentation~/images/extrude_individual_faces.png differ diff --git a/Documentation~/images/extrude_vertex_normal.png b/Documentation~/images/extrude_vertex_normal.png new file mode 100644 index 000000000..3891d322b Binary files /dev/null and b/Documentation~/images/extrude_vertex_normal.png differ diff --git a/Documentation~/ref_actions.md b/Documentation~/ref_actions.md deleted file mode 100644 index fcd13f58a..000000000 --- a/Documentation~/ref_actions.md +++ /dev/null @@ -1,7 +0,0 @@ -# Mesh editing options - - - - - - diff --git a/Documentation~/ref_windows.md b/Documentation~/ref_windows.md index af5fd4daa..2ec01cacf 100644 --- a/Documentation~/ref_windows.md +++ b/Documentation~/ref_windows.md @@ -1,4 +1,4 @@ -# Editor window reference +# Editor windows reference This section provides information on the following ProBuilder Editor [windows](overview-ui.md#pb_editors): diff --git a/Documentation~/selection_ref.md b/Documentation~/selection_ref.md index 2371b862c..01abd3762 100644 --- a/Documentation~/selection_ref.md +++ b/Documentation~/selection_ref.md @@ -21,9 +21,8 @@ These options are never available in the GameObject tool context. | [Select Edge Loop](Selection_EdgeLoopRing.md) | | x | | | [Select Edge Ring](Selection_EdgeLoopRing.md) | | x | | | [Select Material](Selection_SelectByMaterial.md) | | | x | +| [Select Smoothing Group](Selection_SmoothingGroup.md) | | | x | | [Select Vertex Color](Selection_SelectByVertexColor.md) | x | x | x | -| [Shrink Selection](Selection_Shrink.md) | | x | x | x | - - +| [Shrink Selection](Selection_Shrink.md) | x | x | x | The [Select Path](SelectPath.md) action is available only through its keyboard shortcut, and only in the Face edit mode. \ No newline at end of file