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amylouise@unity3d.comamylouise@unity3d.com
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UNI-9224: Updates based on Tech review feedback
- Changed 'hotkey' to 'shortcut' everywhere - Updated the `ReplaceSource` info for Exporting objects (using an include) - Moved Bezier Shape documentation under *Experimental features* and added another warning to the *Creating Meshes* page - Changed the order of the ProBuilder menu page to reflect the final order of the menu items - Updated all the menu screenshots to use public/non-dev menus (synced with version 5.0.0-pre.12) - Replaced the Arch icon with the Shape icon (to match the updated toolbar icons) - Updated the *What's New* page to incorporate some of the feedback from the review - Miscellaneous changes - Hid all internal notes/todos so they won't appear in the final published docs
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Documentation~/Edge_Bridge.md

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# ![Bridge Edges icon](images/icons/Edge_Bridge.png) Bridge Edges
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The __Bridge Edges__ action creates a new face between two selected edges.
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The __Bridge Edges__ action creates a new face between two selected edges.
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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).
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![Bridge edges between two planes](images/BridgeEdges_Example.png)
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> **Tip:** You can also use this action with the **Alt/Opt+B** hotkey, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Bridge Edges**).
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> **Tip:** You can also use this action with the **Alt/Opt+B** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Bridge Edges**).

Documentation~/Edge_Connect.md

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The __Connect Edges__ action inserts an edge that connects the centers of each selected edge.
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> **Tip:** You can also use this action with the **Alt/Opt+E** hotkey, or from the ProBuilder menu, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Selection** > **Smart Connect**).
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> **Tip:** You can also use this action with the **Alt/Opt+E** shortcut, or from the ProBuilder menu, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Selection** > **Smart Connect**).
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![Create vertical edge on side of cube](images/ConnectEdges_Example.png)
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If you select more than two edges, ProBuilder creates as many new edges as possible without creating bad geometry.
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If you select more than two edges, ProBuilder creates as many new edges as possible without creating bad geometry.
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You can connect across several faces, as long as they share a selected edge.
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Documentation~/Edge_Extrude.md

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The __Extrude Edges__ action pushes a new edge out from each selected edge, connected by a new face for each edge. This action only works on open edges (that is, an edge that has no connected face on one side). However, you can override this restriction with the **Manifold Edge Extrusion** option.
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Each new face follows the direction of the normals of the face that is adjacent to the selected edge.
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Each new face follows the direction of the normals of the face that is adjacent to the selected edge.
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![Extrude 4 edges of 9](images/ExtrudeEdges_Example.png)
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You can invoke this action in either way:
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- Select one or more edge(s) and click **Extrude Edges**. 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 the **Ctrl/Cmd+E** hotkey instead of the button with this method, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Extrude**).
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> **Tip:** You can also use the **Ctrl/Cmd+E** shortcut instead of the button with this method, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Extrude**).
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- Select one or more edge(s) and then hold **Shift** while you move, rotate, or scale the selected edge(s). This method ignores the options but provides greater control, especially with the direction of the extrusion.
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## Extrude Edges Options
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These options apply only if you use the **Extrude Edges** button or the **Ctrl/Cmd+E** hotkey.
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These options apply only if you use the **Extrude Edges** button or the **Ctrl/Cmd+E** shortcut.
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![Extrude Edges icon](images/Edge_Extrude_props.png)
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![Extrude Edges icon](images/Edge_Extrude_props.png)
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| **Property:** | **Description:** |
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| :-------------------------- | :----------------------------------------------------------- |
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| **As Group** | Enable this option to keep the sides of extruded edges attached to each other if you select more than one edge to extrude. |
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| __Distance__ | Distance to extrude the edge(s). <br />Both positive and negative values are valid. |
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Documentation~/Edge_InsertLoop.md

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![Insert horizontal loop on plane](images/InsertEdgeLoop_Example.png)
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> **Tip:** You can also use this action with the **Alt/Opt+U** hotkey, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Insert Edge Loop**).
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> **Tip:** You can also use this action with the **Alt/Opt+U** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Insert Edge Loop**).
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This creates more geometry than [Connect Edges](Edge_Connect.md) or [Connect Vertices](Vert_Connect.md), but it makes the geometry cleaner. For example, if you insert an edge on a single face of a cube you get a T-junction, but if you insert an edge loop instead, you get the same geometry all around the cube, provided that the loop is only passing through quads.
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Documentation~/Edge_SetPivot.md

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Use the __Set Pivot__ action to move the pivot point of this Mesh to the average center of the selected edges.
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> **Tip:** You can also launch this action with the **Ctrl/Cmd+J** hotkey, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Set Pivot**).
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> **Tip:** You can also launch this action with the **Ctrl/Cmd+J** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Set Pivot**).
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![Centering the pivot on selected Edges](images/Edge_SetPivot.png)
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In this example:
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* **Left panel**: The pivot point of the door is at its bottom-left corner.
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* **Middle panel**: Two edges are selected on the opposite side, so the __Set Pivot__ action changes the pivot to the center of those top edges.
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* **Middle panel**: Two edges are selected on the opposite side, so the __Set Pivot__ action changes the pivot to the center of those top edges.
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* **Right panel**: The pivot point is now at the top right, even when in Object editing mode.

Documentation~/Edge_Subdivide.md

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The __Subdivide Edges__ action divides the selected edge(s) into multiple edges. By default, ProBuilder splits the edge in two, but you can set your own number of __Subdivisions__ in the Options window.
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> **Tip:** You can also use this action with the **Alt/Opt+S** hotkey, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Smart Subdivide**).
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> **Tip:** You can also use this action with the **Alt/Opt+S** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Smart Subdivide**).
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![Split edge, then extrude them separately](images/SubdivideEdge_Example.png)
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By default, the range of valid values is **1** to **32**, but you can set your own range:
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1. Click the arrow next to expand the **Subdivisions** section. The **Range** property appears.
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2. Set the lower limit of the range on the left and the upper limit on the right.
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2. Set the lower limit of the range on the left and the upper limit on the right.

Documentation~/Entity_Trigger.md

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- The **Trigger Behaviour** script sets the [Mesh Renderer](https://docs.unity3d.com/Manual/class-MeshRenderer.md) Material to ProBuilder's **Trigger** Material.
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- The **Trigger Behaviour** script automatically disables the Mesh Renderer when you enter **Play Mode** or build your project.
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> **Tip:** You can also use the **T** hotkey to set the selected object(s) as a trigger, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Object** > **Set Trigger**).
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> **Tip:** You can also use the **T** shortcut to set the selected object(s) as a trigger, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Object** > **Set Trigger**).
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- The **Collider Behaviour** script automatically disables the MeshRenderer when you enter **Play Mode** or build your project.
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> **Tip:** You can also launch this action from the ProBuilder menu (**Tools** > **ProBuilder** > **Object** > **Set Collider**).
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Documentation~/Face_Delete.md

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![Face on side of cube disappears](images/DeleteFace_Example.png)
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> **Tip:** You can also use this action with the **Backspace** hotkey (**Delete** key on macOS), or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Delete Faces**). On Windows, the **Delete** key deletes the entire Mesh. You can use Undo to reverse it.
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> **Tip:** You can also use this action with the **Backspace** shortcut (**Delete** key on macOS), or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Delete Faces**). On Windows, the **Delete** key deletes the entire Mesh. You can use Undo to reverse it.

Documentation~/Face_Extrude.md

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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** hotkey, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Extrude**).
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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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- 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.
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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** hotkey.
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These options only apply if you are using the **Extrude Faces** button or the **Ctrl/Cmd+E** shortcut.
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![Extrude Face options](images/Face_Extrude_props.png)
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| | ![FaceNormalsIcon](images/icons/ExtrudeFace_VertexNormals.png) **Vertex Normals** | Use the selected face's Vertex normals. Adjacent faces remain connected. <br />This is the default. |
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| | ![FaceNormalsIcon](images/icons/ExtrudeFace_Individual.png) **Individual Faces** | Use the selected face's own surface direction. However, adjacent faces do *not* remain connected. |
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| __Distance__ | | Distance to extrude the faces(s). <br />Both positive and negative values are valid. |
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Documentation~/Face_FlipNormals.md

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# ![Flip Normals icon](images/icons/Face_FlipNormals.png) Flip Face Normals
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The __Flip Face Normals__ action flips the normals only on the selected face(s).
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This differs from the [Flip Normals](Object_FlipNormals.md) action, which flips the normals on every single face on the Mesh.
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> **Tip:** You can also use this action with the **Alt/Opt+N** hotkey, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Flip Face Normals**).
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> **Tip:** You can also use this action with the **Alt/Opt+N** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Flip Face Normals**).

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