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Selection

To edit a mesh you select its components: vertices, edges or faces.

Component modes

Pick the component type in the Modelling Edit toolbar in the Scene view, or with the keyboard:

Key Mode
1 Vertices
2 Edges
3 Faces

Choosing a component mode switches Unity's tool context to WTK: Editable Mesh, where clicks select components instead of objects.

Selecting

  • Click a component to select it. The rest of the selection is cleared.
  • Drag across empty space to box-select.
  • Click empty space to deselect the components of the current mode.
  • Hold Shift to add to the selection, or Ctrl to remove from it. Both work with clicks, double-clicks and box selection, and with either key held a click on empty space leaves the selection alone.
  • With Alt held, clicks go to the Scene view camera instead of selecting.
  • Q switches to the Select tool.

When several components are under the cursor, a component on a face turned toward the camera wins over one on a face turned away. After that, the vertex or edge closest to the cursor wins, or the face closest to the camera. Components on faces turned away from the camera can only be picked when Backface Picking allows it (see Modelling Settings). Hidden components can't be selected.

Double-click

A double-click selects a whole group of components at once. What it selects depends on the component mode, and on whether you clicked another component of the same mesh first:

Mode Double-click Click one, then double-click another
Vertices Just the vertex The shortest path of vertices between the two
Edges The edge loop through the edge. On an open border, the whole border The edge ring when the two edges are opposite sides of the same face; the part of the ring between them when they lie further apart on the same ring; otherwise the shortest path of edges between them
Faces Every face linked to it The face loop through both faces when they share an edge; otherwise the shortest path of faces between them
  • The result replaces the selection. Hold Shift to add it to the selection, or Ctrl to remove it, for example Shift + double-click to add a second edge loop.
  • Vertices: the first vertex must still be selected when you double-click the second one, so hold Shift for the double-click: click the first vertex, then Shift + double-click the second.
  • Edges: the first edge must be picked with a single click, not a box selection. It doesn't need to stay selected.
  • Faces: the path starts from the face that was selected on its own, or else from the last face you clicked if it's still selected.
  • The first click is remembered until you box-select, click empty space or switch component mode.
  • Path Diagonal in the Topology tab (Advanced Selection) also applies to vertex and face paths made by double-clicking. Edge paths always follow the edges.

Selecting UV islands from the Scene view

When the Modelling Edit toolbar shows its UV controls and the UV selection mode is Islands or Connected 3D (see UVs), clicking a face in the Scene view selects its whole island, and face double-clicks don't apply.

Box selection rules

The toolbar lets you decide what a box selection includes:

Edges
Intersecting (any edge the box touches), Midpoint (edges whose middle is inside the box) or Fully Inside.
Faces
Touching Box, Center Only (faces whose center is inside the box) or Fully Inside.

Support Edges, also in the toolbar, lets edge selection pick the support edges made with Create Support Edge (see Cleanup). It turns on by itself when you create one.

Keyboard shortcuts

Shortcut Action
Ctrl+A Select all
Ctrl+I Invert the selection
Shift+. Grow the selection
Shift+, Shrink the selection
Ctrl+D Duplicate the selected components
Del or Backspace Delete the selected components

On macOS, use Cmd instead of Ctrl.

Advanced Selection

Found in the Topology tab:

Loop
Selects the loop that runs through the current selection.
Ring
Selects the ring of edges or faces around the current selection.
Linked
Selects everything connected to the current selection.
Path
Selects the shortest path between the first and the last selected components. Enable Path Diagonal to let the path cross faces diagonally, for straighter paths.
Grow / Shrink
Expands or reduces the selection by one step.
Invert
Selects everything that isn't selected, and deselects the rest.
Similar
Selects components similar to the current selection.

Convert Selection

Convert Selection, in its own section of the Topology tab, turns the current selection into another component type, for example from faces to their edges:

Convert To
The component type you want, out of the two you're not in.
Approach

Which components count:

  • From faces: All of their components, only the Boundary of the selected group (inner loops included), or only the Interior, leaving the group's boundary out.
  • From vertices or edges: components Touching the selection, or only those Fully Contained in it (all of their vertices or edges selected). Converting to vertices takes All.

Then click Convert Selection.

Selection Filter

Selects components by their properties:

Filter Selects
Visible Components that aren't hidden.
Unselected Everything currently not selected.
Manifold Components that are part of a closed, clean surface.
Non-Man. Non-manifold components, often the source of shading or export problems.
Loose Vertices and edges that don't belong to any face.
Boundary Components on an open border of the mesh.
Interior Components that aren't on a border.

Hiding components and objects

Hide parts of a mesh to reach what's behind them. Under Visibility in the Topology tab, the Components card has:

  • Hide Selected Components and Hide Unselected Components.
  • Select n Hidden selects the hidden components of the current type, and Reveal n Selected shows the selected hidden components again. The buttons count the components they affect, for example Select 4 Hidden Faces.

For whole objects, the Mesh card has:

  • Hide Mesh hides or shows the selected objects, the same as the eye icon in the Hierarchy.
  • Isolate shows only the selected objects.
  • Reveal shows the other hidden objects again.

X-Ray

The XR button in the Modelling Edit toolbar turns on a temporary X-Ray view of the selected meshes. You can see and select components on the far side.