About ProBuilder Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing. Advanced features include UV editing, vertex colors, parametric shapes, and texture blending. Select whether you want ProBuilder to build the same number of steps regardless of how the size of the stairs changes (the default) or make each step the same height and automatically adapt the number of steps to match the stairs size. Height: Select this method if you want ProBuilder to generate a predictable height for each step in the staircase.
ProBuilder is a unique hybrid of 3D modeling and level design tools, optimized for building simple geometry but capable of detailed editing and UV unwrapping as needed. These tools let you quickly prototype structures, complex terrain features, vehicles and weapons, or make custom collision geometry, trigger zones, and nav meshes. ProBuilder is a Unity Package that can be added to Unity projects that allow users to quickly create 3D models in the Unity Editor. ProBuilder has a suite of tools that will be familiar to 3D artists like extrude, inset, delete faces and so much more.
Select Hidden
Determines whether hidden elements are selected or ignored, when drag-selecting. This is a toggle button, click to change modes:
Toolbar Icon | Description |
---|---|
On: all elements are selectable, regardless 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 Icon | Description |
---|---|
Global: Similar to a compass, the handle orientation is always the same, regardless 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 perimeter 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 a ring from each selected edge.
Select Face Loop

Keyboard Shortcut : ALT L
Shift + Double Click
Selects a face loop from each selected face. Faces are only considered to be part of a loop if they contain exactly 4 sides.
Select Face Ring
Keyboard Shortcut : ALT R
Control + Double Click
Selects a face ring from each selected face. Faces are only considered to be part of a ring if they contain exactly 4 sides.
Select Hole
With an open vertex or edge selected, click Select Hole to select all elements along opening.
With no elements selected, clicking Select Hole will automatically select all holes in the selected object.
Select by Material
Click to select all faces on this object, which use the same material as the selected face.
Select by Vertex Color
Click to select all faces on this object, which have the same vertex color as the selected face.
Shift Modifier
Choose how holding the SHIFT key will affect selection, when clicking or drag-selecting:
Toolbar Icon | Description |
---|---|
Add: always add to the selection | |
Subtract: always subtract from the selection | |
Difference: unselected elements are added, selected elements are subtracted |
Selection Rect Mode
Choose whether drag selection should only select elements inside the drag-rect (Complete), or also elements intersected by the drag-rect.
Probuilder Unity 3d
Toolbar Icon | Description |
---|---|
Complete: Only select elements entirely within the drag-rect | |
Intersect: Select both occluded and intersected elements |
Use the Shape tool to create a ProBuilder Mesh from a predefined shape primitive. ProBuilder builds these Mesh shapes inside a bounding box that you define:
The bounding box defines the size of each shape primitive using x, y, and z values relative to the 'first corner' of the box: that is, the first click you make in the Scene view. If you switch between shape primitives when drawing or editing a shape, ProBuilder instantly adjusts the dimensions of the shape to fit within the bounding box.
To define the bounding box, you can either draw it in the Scene view or set the dimensions on the Create Shape panel and then click in the Scene view to tell ProBuilder where you want to place the new shape. ProBuilder always builds the new shape on top of any existing Mesh in the Scene or, if there is no Mesh under your mouse, on the plane defined in the settings for Unity's Grid snapping.
To create a Mesh from a predefined shape:
Open the ProBuilder window (in Unity's top menu: Tools > ProBuilder window).
The Edit Mode toolbar and the ProBuilder toolbar appear.
From the ProBuilder toolbar, click the New Shape () tool. The Create Shape panel appears in the bottom of the Scene view and the New Shape text button is highlighted.
Tip: You can also use the Ctrl/Cmd+Shift+K shortcut or use the menu (Tools > ProBuilder > Editors > New Shape) to activate the Shape tool.
From the top of the Create Shape panel, choose the icon that matches the shape you'd like to create. Any shape-specific properties appear under the <Shape> Settings section at the bottom.
Set the shape-specific options (width, height, radius, number of stairs) according to the type of shape. For example, the Stairs shape lets you customize the height of the steps, how curved to make them, and whether to create faces for the sides.
While the Shape tool is active, you can't use the transform tools, but you can use the Camera to orbit around the new shape and zoom in and out.
In the Scene view, click and hold the left mouse button to draw the base of the bounding box (along the x-axis and the z-axis) and then release the mouse button to validate the base. Move the mouse up (or down) the y-axis to draw the height, and then click to finalize the new Mesh.
Tip: Alternatively, you can set all the properties on the Create Shape panel, including the bounding-box dimensions, and then hover over the Scene view while holding Shift to see a preview of the Mesh. When you are satisfied with how it looks and where it appears in the scene, click in the Scene view to finish creating the new Mesh.
Note: If you draw the shape on an axis-aligned plane, enable auto-snapping to set a more accurate size on the defined shape than drawing freehand. Alternatively, you can move the shape by increments defined by the Increment Snap value instead. For more information, see Snapping.
To modify the last shape you created, you can change the properties on the Create Shape panel.
To create copies of the last shape you created, hold Shift to see a preview of the Mesh while moving in the Scene view, and then click to build the Mesh copy at that spot. You can do this as many times as you like until you exit the tool.
To exit the tool, click the New Shape button again or select Esc.
Note: If you decide later that you want to switch primitive shapes, change the size of the bounding box, or modify any of the shape-specific properties, select the Edit Shape icon from the Tools panel.
Probuilder Unity
After you create a Mesh shape, you can use any of the ProBuilder editing tools to fine-tune or customize that shape further. For example, you can build a plain cube and then use the Extrude Face and Delete Face tools to create windows and doorways to make a house.
