ProBuilder Ation Pro Builder Manual

ProBuilderManual

ProBuilderManual

ProBuilderManual

ProBuilderManual

ProBuilderManual

User Manual: Pdf

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What is ProBuilder?
ProBuilder is a tool for building and editing 3D objects, directly in Unity. You can use it for visual things like buildings or
custom vehicles and weapons, or to make custom collision geometry, trigger zones, nav meshes, etc. The choice is yours!

ProBuilder Advanced vs. ProBuilder Basic
ProBuilder Basic is entirely free, and includes the core ProBuilder features for building and editing basic geometry.
Download ProBuilder Basic

ProBuilder Advanced is a paid extension that adds advanced features such as Edge Loop Modeling, UV Unwrapping,
and specialized optimization.
Purchase ProBuilder Advanced

Important!
This documentation encompasses all features, actions, and tools available in both ProBuilder Basic and Advanced. If
you are using ProBuilder Basic, please view the full Advanced vs Basic Comparision.

Optional: Register for access to Source Files and
Online Downloads
1. Forward your Unity Asset Store invoice to register@procore3d.com
2. Create an account on the User Toolbox (if you don't already have one)
3. Once we have verified the invoice, the latest downloads will always be available via your User Toolbox account

Thanks for purchasing ProBuilder, your support allows us to continue updating and developing all the ProCore tools!

Helpful Links and Info
ProCore3D Website
Email
Facebook
Twitter
Online Documentation
Tutorial Videos
Support and Troubleshooting

Video Tutorials: Take a short break to watch the video tutorials before using ProBuilder. You’ll be an expert in no time!

Fundamentals
First time using ProBuilder? Start here for an overview of creating your first mesh, editing geometry, applying materials,
and UV editing.

The ProBuilder Toolbar
All of ProBuilder's specialized editing functions are available via the ProBuilder Toolbar, which dynamically adapts to your
Edit Mode and selection.

Each Toolbar button will display detailed information about it's use, options, and keyboard shortcuts when hovered over.
Viewing tooltips is a great way to start learning about ProBuilder's functionality.

More Info: ProBuilder Toolbar

Creating a New Mesh
Press CTRL K on your keyboard to spawn in a new ProBuilder-editable cube.
To start with a more complex shape, ProBuilder also includes a library of shapes (cylinder, torus, stairs,
etc), to begin modeling with. Which each of these shapes, you can customize both starting dimensions
and unique parameters.

More Info: Shape Tool

Editing Meshes
Object vs Element

ProBuilder is always in one of 2 major modes: Object or Element.

Object Mode is standard Unity mode, no surprises.
Element Mode activates ProBuilder's mesh editing features.
Click in the Edit Mode Toolbar to change Mode, or use it's shortcut keys.
Elements are the individual parts that make up a mesh: Vertices, Edges, and Faces. If it helps, you can think of these
like levels of detail on a map- for example, "city, state, country".

Vertex Editing: Select and edit Vertices for detailed editing and functions like vertex splitting and connecting.
Edge Editing: Select and edit Edges for semi-complex geometry editing, and Edge Loop Modeling techniques.
Face Editing: Select and edit Faces on an object, performing basic tasks like deleting faces and extruding.

Element Selection and Manipulation
First, choose which Element type you'd like to edit by clicking it's button in the Edit Mode Toolbar.
Then, use any of the standard Unity selection methods (click, drag, etc) and manipulation controls (move, rotate, scale),
just as you would on any other object(s).

Building and Editing Complex Meshes
ProBuilder follows many of the same conventions as other 3D modeling applications, so experienced 3D artists will likely
be able to jump right in after reading the ProBuilder Toolbar section.
If you are new to 3D modeling, ProBuilder is a great way to get your feet wet. Now would be a good time to check out the
tutorial videos on the ProCore Youtube playlist.

Texturing and UVs

Applying Materials

You can apply any material (including Substance) to ProBuilder meshes using the Unity drag and drop method or the
Material Palette.
Materials can also be applied to individual faces of a ProBuilder mesh, while in Element Mode.

More Info: Material Tools

Editing UVs
ProBuilder includes both Auto UVs (default), and a complete Manual UV Editing and Unwrapping system.

Auto UV mode lets you tweak basics like Offset, Tiling, and Rotation, while ProBuilder handles the complex UV work
automatically.

Manual UV mode enables complete control of the UVs, including Projection Mapping, UV Stitching, and more, similar to
UV editors in major tools like 3DS Max, Blender, etc.

You may use whichever you prefer, or a mix of both, even on the same mesh.
More Info: Texturing and UVs

Toolbar Overview
ProBuilder is controlled via the Main Toolbar, which contains all commonly used functions.
A second toolbar, the Edit Mode Toolbar, is available to quickly switch betweeen editing modes. This toolbar can always
be found floating at the top-middle of your currently active scene view.

Tool Catagories
The Toolbar is color-coded to help you quickly choose tools by type:

Orange for Tool Panels
Blue for Selection Tools
Green for Object Actions
Red for Geometry Actions (Vertex, Edge, Face)

Resizing and Text vs Icon Mode
You can resize the Toolbar however you like; ProBuilder will re-order the icon or text contents to best fit the window size.
Prefer the good ol' Text Buttons? Right click on the toolbar in the empty space and choose "Use Text Mode". In this menu
you can also change how this window is displayed (docking or floating).

Dynamic Layout
This is a "smart" toolbar, and dynamically changes to match your current editing method and selection.
Buttons are only shown on the Toolbar if they are applicable in your current editing mode
Buttons that cannot be used on the current selection are automatically greyed-out and disabled.

Custom Settings for Actions
Some of the most-used actions (Extrude, Collapse, Grow Selection, etc) also include Custom Settings, which can
significantly modify the action.
This symbol is shown next to a button if there are Custom Settings available. To edit these settings, ALT CLICK on the
button.
When using the text toolbar the options menu for actions is shown as a + icon to the right. Simply click the icon to open
the options window.

Edit Mode Toolbar
This toolbar switches ProBuilder between the available edit modes.
By default it is in the Top Middle of the Scene View, but you may change where this toolbar is positioned in the
Preferences > ProBuilder panel.
Use this toolbar to choose your Edit Mode, or use keyboard shortcuts:
Escape to exit back to Object mode
G to toggle in/out of the Geometry editing modes
H to toggle through the available Element modes (Vertex, Edge, and Face)

If you prefer to have dedicated keys for each mode (ex, J opens Vertex Mode , K opens Face Mode , etc) you can enable
"Unique Mode Shortcuts" in the Preferences window.

Tool Windows
These Tool Panels contain important tools for Shape Creation, Materials, Texturing and UVs, Vertex Coloring, and
Smoothing Groups.

Note: Each panel can be docked, kept floating, or simply closed immediately after use.

Shape Tool
Keyboard Shortcut : CTRL SHIFT K
Purpose : Create new editable shapes such as Cylinder, Arch, and Stairs.
Each shape has specific properties which can be customized before creation- for example, the Stairs shape lets you
choose items like Step Height, Arc, and which parts of the Stairway to build.

Usage : To create a new shape, do the following:
1.
2.
3.
4.
5.
6.

Open the New Shape Tool
If "Shape Preview" is enabled, you will see a blue Preview Object in the scene
Choose the Shape you'd like to create (ex, Cube, Cylinder, Torus, etc)
Set the options (ex, width, height, radius, number of stairs, etc)
You may Move or Rotate the Preview Object within your scene
Once ready, click "Build Shape" to create your final Shape

Material Tools
Purpose : Save and apply your most frequently used materials, using Quick Material one-click or Material Palette
keyboard shortcuts.

Quick Material Usage:
(A) The current "Quick Material"
(B) Apply the Quick Material to the selected faces
(C) Pick your Quick Material from the selected face
(D) Preview of the current Quick Material
Hold CTRL SHIFT while clicking on a face to apply the Quick Material.

Material Palette Usage :
(E) Drag-and-drop your often-used materials to these slots
(F) Create additional Material Palette slots
You can also press ALT (number key) to apply materials from the Palette.

Texturing and UVs
Purpose : Opens the UV Editor Panel, for controlling how materials are displayed on your mesh (tiling, offset,
unwrapping, etc).

The UV Editor Panel includes both Auto UV tools, and a complete Manual UV Editing and Unwrapping system.

More Info: Texturing and UVs

Vertex Color Tools
Purpose : Opens the Vertex Coloring controls, for applying or painting vertex colors onto meshes.

Warning! Not all shaders will show vertex colors on a mesh.

Applying Vertex Colors is a great way to colorize levels for prototyping, team layout, zones, etc.

Smoothing Groups
Purpose: Create a smooth and rounded look, or sharp-edged and faceted.
Usage:

Choose Face editing from the Edit Mode Toolbar
Select a group of faces that you want to be smooth

If no faces are selected, or you are in Object Mode, any Smoothing actions will be applied to the entire
object
(A) If any selected faces already have Smoothing Groups assigned, they will be highlighted. Clicking on a
highlighted group will un-assign it.

(B) To assign the selected faces to a new Smoothing Group, click any available group button
(C) You can also assign Hard groups
(D) Press the "Clear" button to clear all Smoothing from the selected faces

Selection Actions

Select Hidden
Determines whether hidden elements are selected or ignored, when drag-selecting. This is a toggle button, click to
change modes:
Toolbar IconDescription
On: all elements are selectable, regardlesss of their visibility
Off: drag selection will ignore any elements that cannot currently be seen

Handle Alignment
Keyboard Shortcut : P
Choose how the scene handles will be oriented when selecting elements. This is a toggle button; click to change modes:
Toolbar IconDescription
Global: Similar to a compass, the handle orientation is always the same, regardlesss of local rotation.
Local: Similar to "left vs right", handle orientation is relative the object's rotation.
Planar: This special mode aligns the handles to exact normal direction of the selected face.

Grow Selection

Keyboard Shortcut: ALT G
Expands the selection outward to adjacent faces, edges, or vertices.

Options:
Setting
Description
Restrict To Angle Only Grow Selection to faces within a specified angle
Max Angle
The angle to use when Restrict to Angle is On
Iterative
Only Grow Selection to adjacent faces, with each button press

Shrink Selection
Keyboard Shortcut : ALT SHIFT G
Does the opposite of Grow Selection: removes the elements on the perimiter of the current selection.

Invert Selection
Keyboard Shortcut : CTRL SHIFT I
Selects the inverse of the current selection. All unselected elements will become selected, the current selection will be
unselected.

Select Edge Loop
Keyboard Shortcut : ALT L
Selects an edge loop from each selected edge.

Select Edge Ring
Keyboard Shortcut : ALT R
Selects an edge ring from each selected edge.

Object Actions

Merge Objects
Merges the selected objects into a single object.

Flip Object Normals
Flips the normals of all faces on the selected object(s).

Especially useful for converting an exterior modeled shape into an interior space.

Subdivide Object
Divides every face on selected objects, allowing for greater levels of detail when modeling.

Reset / Freeze Transform
Sets the selected objects position, rotation, and scale to world-relative {0,0,0} without changing any vertex positions.

Move Pivot to Center of Object
Keyboard Shortcut : CTRL J
Moves the mesh pivot to the center of the object’s bounds.

Conform Normals
Sets all face normals on the selected object to the same relative direction.

Triangulate
Reduces all polygons to their base triangles, creating a "Polyworld-like" effect.

Mirror Tool
Purpose : Use the Mirror action to create mirrored copies of objects.
Mirror is especially useful when creating symmetrical items- build one half, mirror it, then weld the two together for a
perfectly symmetrical result.

Usage :
1. Select the object to be mirrored
2. Open the Mirror Tools
3. Select which axis (or multiple axis) to mirror on
4. Click "Mirror"- a mirrored duplicate will be created

Generate UV2
Purpose: Build the UV2 channel for each selected mesh, or all meshes in the scene if the "Generate Scene UVs" option
is toggled.

Vertex Actions

Collapse Vertices
Keyboard Shortcut : ALT C
Collapses all selected vertices to a single point, regardless of distance.

Custom Settings Available :
Setting
Description
Collapse To First Collapse to first-selected vertex position, instead of selection center.

Weld Vertices
Keyboard Shortcut : ALT V
Merge vertices within a set distance of one another.

Custom Settings Available :
Setting
Description
Collapse To First Collapse to first-selected vertex position, instead of selection center.

Connect Vertices
Keyboard Shortcut : ALT E
Create a new edge connecting the selected vertices.

Split Vertices
Keyboard Shortcut : ALT X
Splits a vertex into it’s individual vertices so that they may be moved independently of one another.

Note : When a vertex is Split, the newly seperated vertices will not actually move apart on there
own. This was done for the image, to better illustrate the effect of this action.

Fill Hole
Creates a new face filling any holes that touch the selected vertices.

Custom Settings Available :
Setting
Fill Entire
Hole

Description
If enabled ProBuilder will automatically complete the selection to include the entire hole perimeter. If disabled, the new face only connects
the selected vertices.

Edge Actions

Bridge Edges
Keyboard Shortcut : ALT B
Create a new face between two selected edges. Each edge must have a free side.

Bevel
Splits the selected edge(s) into two edges, with a new face between.

Custom Settings Available :
Setting Description
Distance Sets the distance each new edge is moved, from the position of the original.

Connect Edges
Keyboard Shortcut : ALT E
Insert an edge connecting the centers of each selected edge.

Extrude Edges
Keyboard Shortcut : SHIFT DRAG / CONTROL E (PC) / COMMAND E (Mac)
Pushes a new edge out from the selected edge, connected by a new face.
You can also extrude edges by holding SHIFT while moving, rotating, or scaling them.

Note: By default, only open edges can be Extruded. You can change this in the ProBuilder
Preferences.
Custom Settings Available :
Setting Description
Distance Distance to extrude the edge(s).

Subdivide Edge
Section Video: Vertex Actions: Subdivide Edge

Keyboard Shortcut : ALT S
Divides the selected edge(s) into multiple edges.

Custom Settings Available :

Setting
Description
Subdivisions Number of divisions to make in the selected edge(s).

Fill Hole
Section Video: Vertex Actions: Fill Hole

Custom Settings Available :
Setting
Description
Fill Entire Hole If On, the entire mesh opening will be filled. Otherwise, only the selected open edges will be capped.

Face Actions

Delete Face
Keyboard Shortcut : BACKSPACE
Deletes the selected face(s).

Detach Face
Detach the selected face(s) to a new sub-mesh, or seperate object.

Custom Settings Available :
Setting
Detach To New
Object

Description
If On, the face(s) will be detached to a new, seperate object. Otherwise, they will be detached to a sub-mesh within the original
object.

Extrude Face
Keyboard Shortcut : SHIFT DRAG
Creates a new face by pulling out the currently selected face and attaching sides to each edge.
You can also extrude by holding SHIFT while moving, rotating, or scaling the faces.

Custom Settings Available :
Setting Description
As
If On, adjacent faces in the selection will be extruded together, along an averaged normal direction. Otherwise, all faces will be extruded
Group individually, along their own normal direction.
Distance Distance to extrude the selected faces(s).

Flip Normals
Flips the normals on the selected face(s).

Flip Face Edge
Swap the triangle orientation on the selected face(s). This will only work on quads (faces with 4 sides).

Conform Normals
Sets all selected face normals to the same relative direction.

Merge Faces
Merges selected faces into a single face, and removes any dividing edges.

Subdivide Face
Split each selected face by adding a vertex at the center of each edge and connecting them in the center.

Bevel
Performs the Bevel Edge action on all the edges of the selected face(s).

Custom Settings Available :
Setting Description
Distance Sets the distance each new edge is moved, from the position of the original.

Element Actions
---

Move Pivot to Center of Selected Elements
Keyboard Shortcut : ALT J
Move the pivot point of this mesh to the average center of the selected elements.
This action is available in all Element modes (Vertex, Edge, Face).

Texturing Overview
Texture Mapping 101
Texture Mapping is the process of applying materials ("textures") to an object, and adjusting the Offset, Rotation, and
Tiling of the object's UVs.

UVs are how the mesh stores this data. These are basically 2D "fold-outs" of the actual 3D mesh, like the image below.

Auto vs Manual UVs
ProBuilder provides both "Automatic" and "Manual" Texturing methods:
Auto UVs : Use this for simple Texturing work, especially architectural or hard-surface items. Tiling, Offset, Rotation,
and other controls are available, while ProBuilder automatically handles projection and updates as you work.
Manual UV Editing : Use a full UV Editor to precisely unwrap and edit UVs, render UV Templates, project UVs, and
more.
You can use a mix of Auto and Manual UVs, even on the same object. This is especially useful when some parts of a
model need to have tiling textures, while others are unwrapped.

The UV Editor Window
Both Auto-Texturing and Manual UV Editing controls are located in UV Editor Window.

To open this window, click it's button in the Main Toolbar.
In Text Mode, this will be the button labeled UV Editor
In Icon Mode, use the button with this icon:

UV Editor Toolbar
General tools and shortcuts for working with UVs- see the UV Editor Toolbar section for details.

Actions Panel
This is a dynamic Panel, similar to the Main Toolbar- only actions available for the selected UV Element(s) type will be
shown.
For full info, see the Auto UVs Actions and Manual UVs Actions sections.

UV Viewer
Here you can view and edit the selected object's UV Elements directly- see the Manual UVs section for full details.

UV Editor Toolbar

Select, Move, Rotate, Scale
This first group of buttons contains shortcuts to the standard Unity manipulation modes. Clicking these will have the exact
same effect as clicking on the main Unity toolbar buttons.

Vertex, Edge Face
The second button group contains shortcuts to ProBuilder's Element Editing Modes. When using Manual UV Editing, this
allows you to select and manipulate UVs by Vertex, Edge, or Face. When using Auto UVs you may only edit UVs per-face.

In-Scene Controls
When On, you can use Unity's standard Move, Rotate, and Scale tools to directly manipulate UVs in the scene, without
affecting geometry.
Toolbar IconDescription
On : Move, Rotate, and Scale tools will affect UVs, geometry will not be affected
Off : Move, Rotate, and Scale tools will return to normal geometry actions

Snap to increments by holding CTRL . You can customize these increment values via the ProBuilder Preferences

Texture Preview
When On, the selected face's main texture will be displayed in the UV Viewer.
Toolbar IconDescription
On : Selected element's Texture will be displayed in the UV Viewer
Off : No texture will be displayed in the UV Viewer

Render UV Template
Opens the Render UVs tool panel, for rendering UV Templates to be used with texture map painting, atlasing, sprite
sheets, etc.

Image Size : Total size of the rendered template (always square)
Hide Grid : Should the grid be hidden in the render?
Line Color : What color should UV lines be rendered as?
Transparent Background : Should the background be rendered transparent?
Background Color : If you want a non-transparent background, set the color here
Save UV Template : Click to render the UV Template - a file dialogue will be opened to save the file.

Auto UV Actions

Convert to Manual
Converts the selected Face(s) to using Manual UVs.
When converting from Auto UVs to Manual there will be no loss of resolution, but if you modify vertices or edges
individually in Manual Mode those changes will not be transferable to Auto Mode.

Fill Mode
Option Description
Tile Continously tiles (repeats) the UVs across the object
Fit Uniformly scales UVs to size
StretchExpands the selection on all sides to fill space

Offset
Enter exact offset values here, or drag the input field to adjust.

Rotation
Enter exact rotation values here, or drag the slider to adjust.

Scale
Enter exact Scale values here, or click the preset buttons.

Flip U
Flip the UVs horizontally.

Flip V
Flip the UVs vertically.

Swap U/V
Invert the horizontal and vertical UVs.

World Space
UVs are aligned to the World - this ensures textures on same-angle faces will always line up, but UVs will not stay put
when moving the object.

Texture Group Number
Shows the Texture Group ID of the currently selected face, if applicable.

Group Selected Faces
Create a new Texture Group from the selected faces.

Select Texture Group
Select all faces in the the Texture Group.

Manual UV Actions

Convert to Auto
Converts all selected faces to Auto UVs.

Project UVs: Planar
Unwraps the selected face(s) using a Planar Projection method.

Project UVs: Box
Unwraps the selected face(s) using a Box Projection method.

Select Island
With a UV element selected, clicking this will expand the selection to include all other connected UV elements.

Select Face
With a Vertex or Edge selected, click to select all elements on the same face.

Weld
Collapses selected vertices together, but only if they are within a set distance.
To adjust the distance modifier, click the "+" button on the right side of the Weld button.

Collapse UVs
Collapses all selected vertices to a single vertex, regardless of distance.

Split UVs
Breaks off the selected UV element(s)) from any UV element(s), allowing them to be manipulated independantly.

Flip Horizontal
Flip the selected UV element(s) in the horizontal direction.

Flip Vertical
Flip the selected UV element(s) in the vertical direction.

Fit
Scale and move the selected UV element(s) to fit exactly within the UV space.

Preferences
ProBuilder contains many settings that can be customized to suit your needs.

General Settings
Strip PB Scripts on Build
If enabled ProBuilder will automatically remove the extra data ProBuilder stores in a scene. This includes all ProBuilder scripts, so if you are making
use of the runtime API you will need to disable this feature.

Disable Auto UV2 Generation
Generating a UV2 channel for meshes is necessary for lighting, but can be a time consuming operation. If you are editing objects with large vertex
counts it is beneficial to skip generating the UV2 channel after every geometry edit and do it manually (using the Generate UV2 toolbar item).

Show Scene Info
Show or hide the mesh information overlay in the top left of the Scene View.

Show Editor Notifications
This preference enables or disables notification popups when performing actions.

Toolbar Settings
Use Icon GUI
Toggles the toolbar between using Icons or Text.

Shift Key Tooltips
If enabled the ProBuilder toolbar will only show tooltips when the mouse is hovering an item and the Shift key is held.
By default tooltips are shown when the mouse hovers an action for more than a second.

Toolbar Location
Controls where the Element Mode Toolbar is shown in the Scene View.

Unique Mode Shortcuts
If Unique Mode Shorcuts is enabled ProBuilder assigns the G, H, J, K keys to Object , Vertex , Edge , and Face modes respectively. You can change
which keys are mapped to these actions in the Shortcut Settings section.
By default ProBuilder assigns the G key to toggle between Object mode and Vertex/Edge/Face modes. H toggles between the different element
modes Vertex/Edge/Face .
*More Info on Modes: Object and Element Modes;

Open in Dockable Window
If enabled the ProBuilder toolbar will be opened as a dockable window. If disabled the window will be floating and always on top.

Resource Defaults
Default Material
What material new shapes will be instantiated with.

Default Entity
What entity type new shapes will be instantiated as.

Default Collider
The type of collider new shapes will be instantiated with.

Force Convex Mesh Collider
If the default collider is Mesh Collider , this setting controls the Is Convex setting of the collider.

Miscellaneous Settings
Limit Drag Check to Selection
When enabled ProBuilder will restrict drag selection of elements to the current selection. If disabled drag selecting in a scene will test every ProBuilder
object, which may be slow in larger scenes.

Only PBO are Selectable
If enabled while ProBuilder is open only ProBuilder created GameObjects may be selected.

Close Shape Window After Building
If enabled the Shape Tool will automatically close itself after a new object is created.

Dimension Overlay Lines
Hide or show the bounding lines in the Dimensions Overlay.

Geometry Editing Settings
Precise Element Selection
This controls how close to an element the cursor must be to register for selection. By default this is disabled, meaning that vertex and edge selection
are very forgiving when clicking.
If enabled, the selectable area for vertices and edges is smaller, but you may also select faces by clicking outside of vertices.

Colors

ProBuilder allows users to set the colors for element selections.

Vertex Handle Size
Determines how large vertex points are rendered in the scene. This setting does not affect selection.

Force Pivot to Vertex Point
When instantiating new shapes ProBuilder will guarantee that the pivot point of the object coincides with a vertex position.

Force Pivot to Grid
When instantiating a new object ProBuilder will snap the object to the nearest grid point (as determined by ProGrids).

Bridge Perimeter Edges Only
When enabled ProBuilder will not allow users to extrude edges from manifold edges. Disable to remove this restriction.

Experimental
Warning!
Enabling experimental features may break your project! Please exercise caution.
### Meshes Are Assets ProBuilder will store mesh information in the Project instead of per-scene. ## UV Editing Settings ### UV Snap Increment Set
the snap increment in the UV Editor window. ### Editor Window Floating Make the UV Editor window floating or dock-able.

Troubleshooting
Error building Player
Usually seen with console errors:
Error building Player: UnityException: Failed to run serialization weaver with command

To get things compiling again, you need to mark the ProBuilder DLLs as Editor only.
This does mean you won't be able to access any of the ProBuilder API at runtime. Fortunately if you're just using
ProBuilder to build levels you don't need to worry about that.
Steps to Fix

1. First make sure that Strip PB Scripts on Build is checked in the Preferences/ProBuilder panel.

2. Next, locate ProBuilderCore-Unity5.dll and ProBuilderMeshOps-Unity5.dll in your project.

3. With both ProBuilderCore-Unity5 and ProBuilderMeshOps-Unity5 selected, in the Inspector window uncheck "Any
Platform." Then toggle both "Editor" and "Standalone."

If you're using ProBuilder 2.5 or lower, some errors will appear when scripts reload. Open the following files (in
ProBuilder/API Examples):
IcoBumpin.cs
HueCube.cs
RuntimeEdit.cs
In each of these files, place this line at the very beginning:

#if UNITY_EDITOR || UNITY_STANDALONE

and this line at the very end:

#endif

For example, here's what RuntimeEdit.cs looks like:

#if UNITY_STANDALONE || UNITY_EDITOR
using UnityEngine;
using System.Collections;
using ProBuilder2.Common;
namespace ProBuilder2.Examples
{
/**
* \brief This class allows the user to select a single face at a time and move it forwards or backwards.
* More advanced usage of the ProBuilder API should make use of the pb_Object->SelectedFaces list to keep
* track of the selected faces.
*/
public class RuntimeEdit : MonoBehaviour
{
// ... etc
}
}
#endif

Now compile your project and run!

Missing Icons
If you upgraded ProBuilder and are now missing icons in the toolbar, first try restarting Unity.
If that does not work,
1. Delete this folder: ProCore/ProBuilder/Resources/GUI
2. Re-import ProBuilder from Asset Store / ProCore Downloads

Credits
Triangle.NET
https://github.com/zon/triangle

CSG
Original by Evan Wallace: https://github.com/evanw/csg.js
C# port: https://github.com/karl-/pb_CSG

kd-sharp
https://code.google.com/p/kd-sharp/

MkDocs
http://www.mkdocs.org/

Asset Submissions
Pivot Tool : @Matt1988
Diffuse Vertex Color Shaders : @Snoopbaron (Fernando Zapata)
Standard Vertex Color Shaders : Unity Forums user @defaxer



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