![unity what can i use probuilder for unity what can i use probuilder for](https://i0.wp.com/derwinstudio.com/wp-content/uploads/2018/05/Extrude-and-Inset-GIF.gif)
#UNITY WHAT CAN I USE PROBUILDER FOR HOW TO#
I've created Menus that allow me to select such options but they only work with the Unity side of things and not with ProBuilder (cant figure out how to emulate such options in PB either). (Also please note that I am aware of the VR Edittime based plugins as well and they were not particularly helpful either).ġ) Allows the user to select ( Hand Tool, Move Tool, Rotate Tool, Scale Tool (Rect tool is probably pretty useless for VR and therefor a lot of its associative functions are indeed useless unless they can be redesigned for the XR system rays and XR Gestures/Movements).Ģ) Probuilder Primary Functions - Object Selection, Vertex Selection, Edge Selection, Face Selection.ģ) Extended Scripts such as (PB Object Manipulator Object) that stores the object that has been selected and gives the object all of the major components to perform operations (find verts, adds handles for manipulation, adds primary gizmos for movement and transforms. (Unity did buy it for a reason correct?)Ĭan Unity Staff create a VR PB Example Package that (also non VR would be great too) :
![unity what can i use probuilder for unity what can i use probuilder for](https://abload.de/img/probuilder-texturetilb8sse.png)
If the content is there, why not support one of your greatest potential assets. and if its just a day or two or week even of learning/programming to get it setup. Due to this lack of information I wonder if Unity is purposefully witholding information due to agreements with major CAD companies? Not entirely sure, but I dont want to rewrite the whole system if the API is there. I've read several posts with people asking similar questions and have seen Unity Moderators respond, and ultimately they are unhelpful and unwilling to go any further than just saying try the example scenes in the Runtime section. What would be the process using these scripts? The same goes for Vertex Selection, Edge Selection, and Face Selection. Such manipulations would be similar to the DragMovements functionality (which is more difficult in VR because of cameras and rays, so therefore a Drag_ColliderMovement functionality where if the handle collides with controller and controllerbutton = true, then the item adjusts with the transform of the collider and such updates can be visualized frame by frame instead of it bogging down the system while waiting for release of button). Further I would be able to adjust and do stuff to the object. if I have a 3D Gizmo/Handle attached to it such as movement/scaling/rotation I would hope that the objects gizmos would then appear when I press a button that simulates me clicking Object Selection. I have been messing with Probuilder scripts for a couple of weeks trying to figure out how to get similar functionality to Probuilder Editor in VR at runtime.įor instance if you click the Object Selection button, it enables object selection in the scene.