I can’t seem to be able to display the ProBuilder window…
I’m a bit desperate about this, so is it a bug or am I missing something? (Unity 6000.0.0b15 Probuilder 6.0.1)
yeah i miss it too
Its a toolbar now. You have to play find it then right clicking has some options when on the right sorts of probuilder objects.
Then once you have an object
the grid at the top allows you to select verts, edges, faces etc.
No-no, that’s not enough, how do I extrude, divide and stuff?
The window is missing for sure!
well, it is there.
So you will have seen the right click menu
if youve clicked the probuilder tools context button, right click turns to
then theres the tools menu
but
all the options are there… somewhere.
Oh man what an awful UX, don’t you agree?
oh 100% i posted how i wasnt a fan in the probuilder area … probuilder 6.0 pre-1 but, apparently no one cared
This is actually pretty awful, not sure who in their right mind thought this is brilliant. Should have at least offered a setting to choose which way they want to use it. Things take WAY longer to do now, before I’d just have a PB Window tabbed somewhere and everything i’d ever want was just right there ready to use.
EDIT: I actually can see a benefiit to it now.
I can work fully in maximize view, which is nice.
yes technically could do it before if put window on another monitor lol. But rather not do that.
So how do I select a vertex, edge, or face? I selected the Probuilder cube, then clicked the last icon “Edit Probuilder shape”, then what?
Thanks for this , took me hours to figure it out…
Totally intuitive UX but worse of all the documentation still presets the Old window and tools…
having to click on a probuilder mesh to even get that button that unlocks another set of tools, kinda awful UX design…
Some one who knows editor scripting and the Probuilder API could recreate the menu and sell it on the Asset Store. Bet it would be pretty popular.
Hi there!
Thanks for the feedbacks first! So we totally understand that those changes are a little confusion at that time and that will break some of your workflows. However, the idea is to improve your workflows on the long term.
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The changes were done to move from custom tools to editor tools supported by unity so that everything is following unity guidelines and other tools workflows (like the Splines package for instance). So once you’ll get used to these new workflows, ramping up on a new package/tool will be faster
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As N1warhead said, another idea is to enable maximized window workflows! You don’t need to open any other window but the scene view, ProBuilder is always available in the scene context menu!
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PB6 is extensively based on Scene Contextual menu, Tool Context and overlays, The same way PB windows was updated the available actions when you where changing your selection mode (from face to edge for instance), the right click menu is doing the same and presenting you all the available actions at a certain point. This contextual menu is a new feature in Unity and we also understand that will take a certain time to adopt, but please be open-minded and try it, that’ll reduce a loooot how much you have to go bak and forth between your objects in the scene and the PB Window!
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Plus this new elements are adding some new possibilities:
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When in GameObject mode, you can right click on every mesh to just ProBuilderize it through that menu!
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Most of the actions (all the relevant ones), now have a live preview to verify the modification result before applying it to the actual mesh.
Here is a small example of this new workflow attached as a gif.
Also, creation tools are now always available to you directly in the main toolbar to create your new shapes
If you want to have more information on the new tool system, I would greatly encourage you to take a little time to watch this video made by @gabrielw_unity a few months ago to explain a older version of these (the context menu at that time was just a prototype and was replaced for instance by the current one, but the ideas remain the same!)
Now when you’re showing it, I see that it actually is better and easier to use. Thanks.
Really cool, thanks for demonstrating that. I can see the value in the new approach. And also remember that we can always create hot keys for the tools used most
Thanks @ThomasLopez !
Also the most exciting part, per my video there … everyone can use this! Asset Store products can get so much better now. That was a big focus from us, we spent 6 years building/managing ProBuilder on the Asset Store, we know that pain well With these updates, it all pretty much “just works”.
Yeah, there’s definitely going to be a bit of friction as you start it out. Apologies if we didn’t get the details out well enough. Once you use it a bit, I think you’ll agree it’s way better … and again the real cool bit, imagine all your tools/features now working in this same way! No more custom windows to manage, hidden settings, etc … now it’s just the right tools always available at the right time, in the same place (which you can customize!).
Came here looking to figure out where the extrude tools went, was pleasantly surprised to see some genuinely well thought out and much needed usability changes made to Probuilder.