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suearkinunity
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Oct 14, 2024
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No Shift feature
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Moving ProBuilderize out to Creating
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Basically stashing without stashing
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Select vertex color
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Tidying up TOC
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Extrude Faces update
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Lightmap UVs action doesn't exist
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Removing notes to self
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Update Content/Resources/Materials/FacePicker.mat
suearkinunity 99e25f8
Update Face_Extrude.md
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Merge branch 'suearking-DOCATT-5849-2' into suearkin-DOCATT-5849-5
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Original file line number | Diff line number | Diff line change |
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@@ -1,33 +1,34 @@ | ||
#  Extrude Faces | ||
# Extrude Faces | ||
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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: | ||
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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. | ||
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 | ||
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You can invoke this action in either way: | ||
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- 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. | ||
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> **Tip:** You can also use this action with the **Ctrl/Cmd+E** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Extrude**). | ||
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- 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. | ||
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When you use this method with the scaling control, it creates an inset. | ||
To extrude a face: | ||
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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. | ||
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## Extrude Faces Options | ||
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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. | | ||
| |  **Face Normals** | Each new face follows the direction of its original face, and the faces are connected to each other. | | ||
| |  **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. | | ||
| |  **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. | | ||
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| **Property:** | | **Description:** | | ||
| :-------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | | ||
| **Extrude By** | | Direction for extruding each selected face. | | ||
| |  **Face Normals** | Use the selected face's own surface direction. Adjacent faces remain connected. | | ||
| |  **Vertex Normals** | Use the selected face's Vertex normals. Adjacent faces remain connected. <br />This is the default. | | ||
| |  **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. | |
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Original file line number | Diff line number | Diff line change |
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@@ -1,19 +1,25 @@ | ||
#  Select by Material | ||
# Select Material | ||
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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. | ||
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This action is only available in [face mode](modes.md). | ||
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This action is useful if you want to replace all Materials on a complex object. It is only available in [face mode](modes.md). | ||
 | ||
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> **Tip:** You can also access this action from the ProBuilder menu (**Tools** > **ProBuilder** > **Selection** > **Select Material**). | ||
To select faces by material: | ||
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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**. | ||
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## Select Material Options | ||
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## Select by Material Options | ||
To limit the face selection to the current GameObject, select **Current Selection**. | ||
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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. | ||
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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. | ||
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 |
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Original file line number | Diff line number | Diff line change |
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@@ -1,19 +1,28 @@ | ||
#  Select by Colors | ||
# Select Vertex Color | ||
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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). | ||
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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. | ||
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 | ||
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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: | ||
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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. <!--this isn't as simple as I make it sound - when you select an edge or a vertex, it's not obvious which face it will reference for the color - it's honestly easier to use only Face mode--> | ||
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**. | ||
<!--1. By default, ProBuilder selects matching elements from all GameObjects in the scene. To limit your selection to the current GameObject, in the **Select Material Options** overlay, select **Current Selection**. | ||
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## Select by Colors Options | ||
This doesn't seem to exist anymore; I never get an overlay | ||
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## Select Vertex Colors Options | ||
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Enable the **Current Selection** option to extend the selection to other faces on the currently selected GameObject(s). By default, this option is disabled. | ||
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When disabled, ProBuilder selects every face with the currently selected vertex color on any GameObject in the scene. | ||
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 | ||
--> |
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We need to remove the code comments. They display in the published source of the output.
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I don't remove comments until right before we merge, unless they're dealt with.