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- Added SelectPath documentation
- Added a warning about the lag for Experimental Features preference
- Added a warning about the Show Handle Info getting occluded by the Component Editor Tools panel
Use Select Path to show and select a path from the face underneath the cursor to the selected face on the surface of a Mesh.
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You can move your mouse to test different paths to the selected face and then click to select the path you want to select.
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To select a path of faces:
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1. In [Face mode](modes.md), select the face you want to build a path to.
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2. Hold both **Ctrl/Cmd** and **Shift** while you move your cursor around to see options for which faces ProBuilder might select. As you move, ProBuilder shows a preview of which faces you can select.
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3. When you see the pattern of faces that you want to select, click in place. ProBuilder grows the selection to include all the faces in that path.
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> **Note**: This action is only available with the **Ctrl/Cmd**+**Shift**+**click** shortcut when the [UV Editor window](uv-editor.md) is closed. No menu or toolbar button activates this action, and you can't remap the shortcut.
Copy file name to clipboardExpand all lines: Documentation~/hotkeys.md
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@@ -34,6 +34,7 @@ This page gives an overview of the default ProBuilder keyboard shortcuts. Where
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|**H**| Cycle through Vertex, Edge, and Face edit modes. |
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|**Ctrl+Click**|[Align an adjacent face's UV coordinates](manual-uvs-actions.md#continue) to the current selection in the [UV Editor window](uv-editor.md). This action is often called "auto-stitching".<br /><br />**Note**: You cannot remap this shortcut. It is only available while the [UV Editor window](uv-editor.md) is open, even though you can use it in the Scene view.<br /><br />**Important:** Unlike many other shortcut combinations involving the **Ctrl** key in Windows and the **Cmd** key in macOS, this action works with only the **Ctrl** key for both platforms. |
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|**Ctrl+Shift+Click**|[Copy one face's UVs to the other faces](manual-uvs-actions.md#copy-uvs) in the current selection.<br /><br />**Note**: You cannot remap this shortcut. It is only available while the [UV Editor window](uv-editor.md) is open, even though you can use it in the Scene view.<br /><br />**Important:** Unlike many other shortcut combinations involving the **Ctrl** key in Windows and the **Cmd** key in macOS, this action works with only the **Ctrl** key for both platforms. |
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|**Ctrl/Cmd+Shift+Click**|[Select all faces in a path](SelectPath.md) between the current cursor position and the selected face(s).<br /><br />**Note**: You cannot remap this shortcut, and it is only available in the Scene view when the [UV Editor window](uv-editor.md) is closed. |
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| <aname="uv-snap"></a>**Ctrl/Cmd+Drag** (while moving, rotating, or scaling) | Snap to UV increments in the [UV Editor window](uv-editor.md). |
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|**Ctrl/Cmd+E**| Extrude [edges](Edge_Extrude.md) and [faces](Face_Extrude.md) using the default options. |
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|**Ctrl/Cmd+J**| Move the pivot to the center of the currently selected elements: <br /> - [Vertices](Vert_SetPivot.md)<br /> - [Edges](Edge_SetPivot.md)<br /> - [Faces](Face_SetPivot.md)|
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@@ -54,11 +54,9 @@ Use these settings to enable and disable ProBuilder experimental features.
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|__Experimental Features Enabled__| Enable this option to access the [New Bezier Shape](bezier.md) experimental feature in the ProBuilder toolbar, and the __Store Mesh as Asset__ option. <br /><br />**Note:** This setting has no affect on access to the [Boolean (CSG) Tool](boolean.md), which is always available from the [Experimental menu](menu-experimental.md). |
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|__Meshes Are Assets__| Enable this option to store Mesh information in the Project instead of in each separate Scene level. |
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<!--
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> **Note**: When you toggle Experimental Features on or off, Unity has to recompile scripts because the changes add or remove functionality in Unity. This means that there is a delay before this option appears to change.
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<span style="color:red"> @TODO: Follow up with this... Turning on and off the __Experimental Features Enabled__ option is an odd experience: it seems like you have to click twice to get it to work, but that's just because it's very "laggy". It often doesn't seem like it's turning on, but then after 20+ sec it works, but in the meantime I've tried again so sometimes the net result is just turning it off. </span>
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-->
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@@ -75,7 +73,7 @@ Use these properties to set some basic options for ProBuilder.
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|__Show Action Notifications__|Enable this option if you want ProBuilder to notify you when performing actions. |
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|<aname="autouvs"></a>__Auto Lightmap UVs__|Enable this option to generate the UV2 channel after every geometry edit. This means you don't have to manually generate them every time the Mesh changes.<br/><br/>UV2 channel generation for Meshes is necessary for lighting, but can be time-consuming. If you are editing objects with large numbers of vertices, disable this to save resources. |
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|__Show Missing Lightmap UVs Warning__|Enable this option to show a warning in the console if ProBuilder shapes are missing a valid UV2 channel when Unity performs a lightmap bake. |
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|__Show Handle Info__|Enable this option to show the information for moving, rotating, and scaling deltas. <br /><br /><!-- <span style="color:red">@TODO: Follow up with where this information is supposed to app.?</span> -->|
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|__Show Handle Info__|Enable this option to display the information for moving, rotating, and scaling deltas in the bottom right of the Scene view. <br /><br />**Note**: If you have the [Component Editor **Tools** panel](https://docs.unity3d.com/Manual/UsingCustomEditorTools.html#ToolModesAccessSceneViewPanel) open in the Scene view, it covers this information. Close the panel to display the information.|
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|<aname="info_overlay"></a>__Show Scene Info__|Enable this option to display the Mesh information overlay in the top left of the Scene view. These details include overall face, vertex and triangle counts, and the number of elements currently selected:<br />|
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|__Script Stripping__|Enable this option to automatically remove the extra data ProBuilder stores in a Scene. This includes all ProBuilder scripts, so if you are using the runtime API you should disable this feature. |
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@@ -9,6 +9,7 @@ The main updates in this release include:
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* ProBuilder now supports a special modal "tool" mode for some features (the new [Cut tool](cut-tool.md), and the refactored [Shape](shape-tool.md) and [Poly Shape](polyshape.md) tools). Because of these changes, the other features that have a more immediate effect haven been rebranded "actions". For more information, see [Tools vs. actions](tools.md).
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* Added a new [Cut](cut-tool.md) tool which allows you to add points on an existing face to define a new sub-face.
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* Added a new [Selection X-Ray](preferences.md#sel-xray) option to highlight hidden element selections with a muted color. The default shortcut is **Ctrl/Alt+Shift+X** (modifiable in the Shortcuts Manager), and you can also access it through the ProBuilder menu (**Tools** > **ProBuilder** > **Interaction** > **Toggle X Ray**).
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* Added a new preview selection for the [Select Path](SelectPath.md) action.
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### Updated
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@@ -22,8 +23,3 @@ The main updates in this release include:
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For a full list of changes and updates in this version, see the [ProBuilder package changelog](../changelog/CHANGELOG.html).
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