Modelling¶
The Modelling module lets you build and edit meshes directly in the Scene view, without leaving Unity. It's meant for blockouts, level geometry, props and any mesh you'd like to tweak in place.
Open it from the Modelling tab of the World Toolkit window.
The Modelling tabs¶
The Modelling panel has four tabs:
- Create
- Create primitives (cubes, cylinders, stairs and more) and Boolean Stacks.
- Topology
- Edit the selected mesh: select vertices, edges and faces, transform them and use the editing tools. It also holds vertex color painting, materials, normals and cleanup tools.
- UV
- Edit texture coordinates.
- Settings
- Colors, sizes and visibility of everything Modelling draws in the Scene view, snapping, and a few behavior options. See Modelling Settings.
The panel follows what you're doing: picking a primitive switches to Create, and starting to edit a mesh switches to Topology.
Editing in the Scene view¶
When you edit a mesh's vertices, edges or faces, Unity switches its Tool Context to WTK: Editable Mesh. A Modelling Edit toolbar appears in the Scene view with a Topology / UV switch, the component modes (vertices, edges, faces), the selection tool, vertex painting and X-Ray.
Many tools also show an options panel in the Scene view (for example Extrude Options), where you tweak the operation and then press Apply or Cancel.
Every tool, one right-click away
While editing a mesh, right-click in the Scene view (without dragging) to open Modelling Tools, a searchable list of every tool. See Editing Tools.
In this section¶
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The component behind every mesh you edit: getting one, its inspector, primitives and
.emeshfiles. -
Draw cubes, cylinders, arches and other shapes in the Scene view, or build stairs, tubes and surfaces from splines.
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Pick vertices, edges and faces, grow and filter the selection, and hide what's in the way.
-
Move, rotate and scale components, set pivots, type exact values and snap.
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Extrude, bevel, inset, knife and every other topology, shading, cleanup and material tool.
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Automatic UVs, the UV View, seams, layout, projection and lightmap UVs.
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Combine and cut meshes non-destructively with Boolean Stacks.
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Painted lines and patterned areas that follow splines and the surface below them.
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How meshes are drawn while you edit, snapping, where mesh data is stored, and rebuild timing.