Skip to content

UVs

UVs decide how textures wrap around a mesh. You can let World Toolkit generate them, or edit them by hand in the UV tab and the UV View.

Automatic UVs

By default, Editable Meshes can generate their UVs from the geometry with Auto UV, in local or world space. See Editable Meshes.

Editing UVs by hand switches the edited faces to manual UVs.

Manual edits are replaced

Turning Auto UV back on replaces the current UVs with generated ones. You'll be asked to confirm, because manual edits are lost.

The UV View

Open UV View in the UV tab opens the UV editor, which shows the selected mesh's UVs over its texture. Turn on Auto Open UV View to open it every time you switch to the UV tab.

Unwrapping a cylinder and editing its UVs in the UV View.

Its toolbar holds the Transform tools, the Selection modes and the Pivot, Snap and Increment options, plus:

Focus Mesh
With several meshes selected: when on, only the last mesh you worked on can be edited and the others are grayed out; when off, every selected mesh is shown in color and edited at once.
UV Channel
UV0 — Material, the UVs you edit, or UV1 — Lightmap, a read-only preview of the lightmap UVs.
Increment
The steps used while you hold Ctrl: Move, Rotate (degrees) and Scale factor. They are the same values as in Numeric Transform.

Selecting UVs

UV selection works on its own component types, chosen in the toolbar or with the keyboard inside the UV View:

Key Mode
1 Vertices
2 Edges
3 Faces
4 Islands

The toolbar also has UV corners and Connected 3D modes, and box-selection rules for edges and faces, as in the Scene view.

Transforming UVs

Move, rotate and scale UVs with the regular transform tools, or with exact values under Numeric Transform: Move Selection, Rotate Selection and Scale Selection apply the typed offset, angle or factor.

Moving, rotating and scaling UVs straight in the Scene view, with the UV View alongside.
Quick Rotate
Rotate Left and Rotate Right turn the selection by Angle (90 degrees by default).

Repeat it

Press Enter in the UV View, or in the Scene view while editing UVs, to repeat the last UV action on the current selection: a UV tool, or a move, rotation, scale or rect drag. See Repeating the last action.

Seams and islands

Cut
Cuts the selected UV edges, creating a seam.
Sew
Sews the selected UV edges back together.
Extract
Turns the selection into separate UV islands.
Join Faces
Moves the selected islands to their matching shared edges and sews them.
Unflip Islands
Fixes islands that ended up mirrored.

UV seams are drawn as dashed lines in the Scene view while the UV tab is active.

Layout tools

Normalize
Fits the selection into the 0–1 texture square. With Preserve Aspect off, it stretches to fill the whole square. U and V next to it fit only the width or only the height to 0–1, keeping the proportions and starting at zero.
Match World Size
Scales islands so that their texture density matches their real size in the scene.
World Scale
World units / tile U and World units / tile V set how much of the world one texture tile covers. Copy World Scale reads these values from the selection, and Paste World Scale scales the selection to them. Copy from one mesh and paste on another to give both the same texture density.
Unfold
Flattens the selected UVs while keeping seams and leaving unselected UVs where they are.
Pack
Arranges whole islands inside the texture area without changing their proportions. In the Pack UV Islands card, Start and End (U and V) set the area to pack into, and Padding the space around islands and along the area's border, in UV units.
Strip U / Strip V
Lays the selected faces out as one horizontal or vertical strip. Useful for trims, pipes and road-like textures.
Straighten Islands
Rotates each island so it lines up with the U or V axis.
Gridify
In the Gridify Islands card: lines up rows and columns of UVs into a clean grid. U Tolerance and V Tolerance set how far from horizontal or vertical an edge can be and still count as part of a row or column.

Aligning

The Align Elements section lines up the selected UVs:

  • Flip U and Flip V mirror the selection across its own bounds.
  • The grid of arrow buttons aligns the selected elements to the left, center or right, and to the top, middle or bottom of the selection. The buttons on each side of the center dot center the selection on U only or on V only.
  • Move Connected Islands moves every island the selection touches as one piece instead of moving only the selected elements.

Distribute Islands places the selected islands one after another along U (Distribute U) or V (Distribute V), with Island Spacing between them.

The Align UVs To 3D section has a second grid of arrow buttons: each one moves the UVs so the texture tile lines up with that corner, side or the center of the selection, as it's oriented on the mesh. Use it to start a texture exactly at the corner of a wall.

Projection

UV Projection projects UVs onto the selection from a simple shape:

Mode
Planar, Box, Cylindrical or Spherical.
Axis
The projection direction. Best picks the right one for each face.

Scale, Offset and Rotation adjust the result. Press Apply to project.

Lightmap UVs

Generate Lightmap UVs creates the second UV set (UV1) used for baked lighting, and doesn't change your texture UVs (UV0). Then enable Contribute GI on the object and bake from Unity's Lighting window.

To check the result, switch the UV View's UV Channel to UV1 — Lightmap. Editable Meshes can also generate them on their own with Auto Bake Lightmap UVs (see Editable Meshes).