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Merge pull request #387 from Unity-Technologies/uni-9224-docs-final-updates
UNI-9224: Final updates to manual documentation
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CHANGELOG.md

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### Changes
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- Moved contents of warning box in `Draw Shape` tool to tooltips.
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- Updated manual documentation.
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## [5.0.1] - 2021-03-09
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Documentation~/Arch.md

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# Arch
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The basic arch shape is a curved symmetrical shape (see **A** in the image below). You can customize the basic arch shape to create tunnels, pipes, roofs, and many other objects.
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The basic arch shape is a curved symmetrical shape (see **A** in the image below). You can customize the basic arch shape to create tunnels, pipes, roofs, and many other objects.
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![Arch shapes](images/shape-tool_arch.png)
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**(A)** Roof: Arch with 2 sides and increased depth
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**(A)** Roof: arch with two sides and increased depth
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**(B)** Wheel: Arch with increased number of sides, thickness and degrees (and no end cap)
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**(B)** Wheel: arch with increased number of sides, thickness and degrees (and no end cap)
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**(C)** Basic arch shape (default values)
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Documentation~/Cone.md

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# Cone
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A cone is a shape which tapers from a circular (or roughly circular) base to a point. You can adjust the smoothness.
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A cone is a shape that tapers from a circular (or roughly circular) base to a point. You can adjust the smoothness.
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![Cone shapes](images/shape-tool_cone.png)
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Documentation~/Edge_Bridge.md

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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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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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Documentation~/Edge_InsertLoop.md

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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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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, if the loop is only passing through quads.
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You can use **Insert Edge Loop** while you edit your geometry, and then delete the extra unnecessary edges when you're finished to optimize the geometry.

Documentation~/Edge_SetPivot.md

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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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* **Right panel**: The pivot point is now at the top right, even when in Object editing mode.
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Documentation~/Edge_Subdivide.md

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# ![Subdivide Edge icon](images/icons/Edge_Subdivide.png) Subdivide Edges
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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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The __Subdivide Edges__ action divides the selected edge(s) into multiple edges. By default, ProBuilder splits the edge in two, but in the Options window, you can set your own number of __Subdivisions__.
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> **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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Documentation~/Face_ConformNormals.md

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The __Conform Normals__ action sets all normals on the selected face(s) to the same relative direction.
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ProBuilder uses the direction that most of the *selected* faces on the object are already facing.
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ProBuilder uses the direction that most of the selected faces on the object are already facing.
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![Change the normals on the selected face](images/Face_ConformNormals.png)
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Documentation~/Face_Merge.md

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![Material shows multiple faces become one](images/MergeFaces_Example.png)
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> **Caution:** Be careful when you merge two unconnected faces, because this can produce unexpected results with any texture mapping. This action can sometimes create unusual geometry artifacts, such as [vertices at T-junctions](workflow-edit-tips.md#tjoint) or [floating (winged) vertices](workflow-edit-tips.md#floatv) (that is, unused vertices sitting on an edge with no other edge passing through it). It is better to merge faces only when really necessary.
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> **Caution:** Be careful when you merge two unconnected faces, because this can produce unexpected results with any texture mapping. This action can sometimes create unusual geometry artifacts, such as [vertices at T-junctions](workflow-edit-tips.md#tjoint) or [floating (winged) vertices](workflow-edit-tips.md#floatv) (that is, unused vertices sitting on an edge with no other edge passing through it). It is better to merge faces only when necessary.
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Documentation~/HandleAlign.md

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# ![Orientation](images/icons/HandleAlign_Local.png) Orientation
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The __Orientation__ action sets the orientation of Scene handles when you select [objects and elements](modes.md). Click the __Orientation__ button to switch between the three states: __Global__, __Local__, or __Normal__.
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The __Orientation__ action sets the orientation of scene handles when you select [objects and elements](modes.md). Click the __Orientation__ button to switch between the three states: __Global__, __Local__, or __Normal__.
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![Handle Orientation Examples](images/HandleAlign_ExamplesWithTextAndIcons.png)
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| **Icon mode:** | **Text mode:** | **Description:** |
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| :----------------------------------------------------------- | ----------------------- | ------------------------------------------------------------ |
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| ![Handle Alignment Global](images/icons/HandleAlign_World.png) | **Orientation: Global** | Similar to a compass, the handle orientation is always the same, regardless of local rotation. |
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| ![Handle Alignment Local](images/icons/HandleAlign_Local.png) | **Orientation: Local** | Similar to *left vs right*, handle orientation is relative to the object's rotation. |
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| ![Handle Alignment Local](images/icons/HandleAlign_Local.png) | **Orientation: Local** | Similar to left vs right, handle orientation is relative to the object's rotation. |
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| ![Handle Alignment Planar](images/icons/HandleAlign_Plane.png) | **Orientation: Normal** | Special mode that aligns the handles to the exact normal direction of the selected face. |
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This action is available in all [edit modes](modes.md).

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