Modelling Settings¶
The Settings tab of the Modelling panel controls how meshes are drawn while you edit them, snapping, where mesh data is stored, and a few behaviors. These are your own preferences: they don't change the meshes. Share them with Export / Import Settings, see The World Toolkit Window.
Components Visibility¶
Which parts of a mesh are drawn in the Scene view, in each situation:
| Column | Draws |
|---|---|
| Visible | Unselected components you can see. |
| Selected | Selected components, even behind other geometry. |
| Highlighted | The component under the cursor (preselection). |
| Occluded | Components hidden behind other geometry. |
| Backface | Components on faces turned away from the camera. |
Each row (Vertex, Edge, Face) can turn every column on or off. Occluded Opacity and Backface Opacity fade the occluded and backfacing components.
- Show Face Centers
- Draws a dot in the middle of each face.
- Selected Face Fill Type - Topology, Selected Face Fill Type - UV, Preview New Face Fill Type and XRay Fill Type
- How selected faces, faces previewed by a tool and X-Ray meshes are filled in the Scene view: with Transparency or Dithered.
Components Colors¶
| Color | Used for |
|---|---|
| Selected Faces — Topology / Selected Faces — UV | Selected faces in the Scene view. The alpha sets the transparency or the dither coverage, depending on the fill type. |
| UV Tile | The outline of the UV tile drawn in the Scene view. |
| Preview New Faces | Faces created or rebuilt by a tool's preview. |
| UV Seams | The dashed UV seams in the Scene view, while the UV tab is active. |
| Selectable Vertices, Selectable Edges, Selectable Faces | Unselected components you can pick. |
| Inactive Vertices, Inactive Edges, Inactive Faces | Components outside the current component mode, with their opacity. |
| Loose Vertices | Vertices that don't belong to any face, and their crosses. |
| Selected Object Wireframe, Editable Primitive Wireframe, Boolean Stack Wireframe | The wireframe of selected Editable Meshes, Editable Primitives and Boolean Stacks while you're outside the editing context. |
Components Sizes¶
Sizes in screen pixels, so they stay readable at any zoom:
- Vertex
- Unselected Vertex Size, Selected Vertex Size, Preselection Vertex Size, and Loose Vertex Cross Size for the cross drawn on vertices without faces.
- Edges
- Non-interactive Thickness (in vertex and face modes) and Interactive Thickness (in edge mode); UV Seam Thickness (0 hides the seams); Border Edge Thickness for the border edges of the mesh and of each material (0 uses Unity's own edge drawing); Selected / Preselection Thickness; and Snap Edge Candidate Thickness for edges highlighted while snapping.
- Object
- Object Pivot Size, the size of the object pivot indicator.
Components Offsets¶
Small offsets, in pixels, that lift highlights off the surface so they don't flicker into it: Face Highlight Offset (px), Vertex Overlay Offset (px), Edge Overlay Offset (px) and Face Center Offset (px). Raise them if highlights disappear into the mesh.
Snapping¶
The snapping options, in two groups: Scene View and UV View. They're the same options as in the Scene view's Snapping overlay; see Snapping for what each one does. The button in the section's header shows or hides that overlay.
Scene View Overlays¶
- Show Mesh Stats
- Shows the World Toolkit Mesh Stats overlay in the Scene view: counts of editable meshes, vertices, edges, faces, triangles, UV corners and UV nodes (total, selected and hidden), and of non-manifold and loose components.
- Show Performance Stats
- Shows the Performance Stats overlay: the frame rate (FPS and its 1% low) and the CPU and GPU frame times.
- Show Context Tips
- Shows the World Toolkit tips panel in the Scene view.
Misc¶
- Backface Picking
- Whether you can pick components on faces turned away from the camera: Off, following the visibility settings (Respect Component Visibility), or always (Always True).
- Show Face Orientation
- Draws faces blue from the front and red from the back. Quick way to spot flipped faces.
Scene Meshes¶
Where the editable mesh data is stored.
- Auto Externalize Meshes
- When a scene is saved, moves the editable mesh data out of the scene into
.emeshfiles in a<SceneName>_Meshesfolder next to it. Keeps scene files small. - Auto Cleanup Unused Meshes
- When a scene is saved, deletes the
.emeshfiles in that folder that no scene or prefab uses anymore, such as the meshes of deleted objects.
Externalize Now, Internalize Now and Cleanup Unused Now do the same on demand for the loaded scenes. Internalize Now asks for confirmation, moves the data back into the scenes and turns Auto Externalize Meshes off, so the next save doesn't move it out again.
UV View¶
Settings of the UV View:
- Dashed Island Borders and Show Face Centers
- Draw the borders of UV islands as dashed lines, and a dot in the middle of each face.
- Auto Open UV View
- Opens the UV View every time you switch to the UV tab.
- Texture Opacity
- The opacity of the material's texture behind the UVs.
- Face Selection and Edge Selection
- The box selection rules for UV faces and edges.
- Component Colors and Component Sizes
- The colors of the grid, axes, edges, island borders, selection, hover and faces (flipped faces have their own), and the thickness of island borders and of normal, selected, hovered and related edges.
Rebuilds¶
How often Boolean Stacks, the Mesh Colliders of edited meshes, and Surface primitives whose spline you're dragging rebuild while you drag. See Rebuild settings.