docs.unity3d.com
    Show / Hide Table of Contents

    Class ProBuilderEditor

    Manages the ProBuilder toolbar and tool mode.

    Inheritance
    Object
    Object
    ScriptableObject
    EditorWindow
    ProBuilderEditor
    Inherited Members
    EditorWindow.BeginWindows()
    EditorWindow.EndWindows()
    EditorWindow.ShowNotification(GUIContent)
    EditorWindow.ShowNotification(GUIContent, Double)
    EditorWindow.RemoveNotification()
    UnityEditor.EditorWindow.ShowTab()
    EditorWindow.Focus()
    EditorWindow.ShowUtility()
    EditorWindow.ShowPopup()
    EditorWindow.ShowModalUtility()
    EditorWindow.ShowAsDropDown(Rect, Vector2)
    EditorWindow.Show()
    EditorWindow.Show(Boolean)
    EditorWindow.ShowAuxWindow()
    EditorWindow.ShowModal()
    EditorWindow.GetWindow(Type, Boolean, String, Boolean)
    EditorWindow.GetWindow(Type, Boolean, String)
    EditorWindow.GetWindow(Type, Boolean)
    EditorWindow.GetWindow(Type)
    EditorWindow.GetWindowWithRect(Type, Rect, Boolean, String)
    EditorWindow.GetWindowWithRect(Type, Rect, Boolean)
    EditorWindow.GetWindowWithRect(Type, Rect)
    UnityEditor.EditorWindow.GetWindow<T>()
    UnityEditor.EditorWindow.GetWindow<T>(System.Boolean)
    UnityEditor.EditorWindow.GetWindow<T>(System.Boolean, System.String)
    UnityEditor.EditorWindow.GetWindow<T>(System.String)
    UnityEditor.EditorWindow.GetWindow<T>(System.String, System.Boolean)
    UnityEditor.EditorWindow.GetWindow<T>(System.Boolean, System.String, System.Boolean)
    UnityEditor.EditorWindow.GetWindow<T>(System.Type[])
    UnityEditor.EditorWindow.GetWindow<T>(System.String, System.Type[])
    UnityEditor.EditorWindow.GetWindow<T>(System.String, System.Boolean, System.Type[])
    UnityEditor.EditorWindow.CreateWindow<T>(System.Type[])
    UnityEditor.EditorWindow.CreateWindow<T>(System.String, System.Type[])
    UnityEditor.EditorWindow.HasOpenInstances<T>()
    EditorWindow.FocusWindowIfItsOpen(Type)
    UnityEditor.EditorWindow.FocusWindowIfItsOpen<T>()
    UnityEditor.EditorWindow.GetWindowWithRect<T>(UnityEngine.Rect)
    UnityEditor.EditorWindow.GetWindowWithRect<T>(UnityEngine.Rect, System.Boolean)
    UnityEditor.EditorWindow.GetWindowWithRect<T>(UnityEngine.Rect, System.Boolean, System.String)
    UnityEditor.EditorWindow.GetWindowWithRect<T>(UnityEngine.Rect, System.Boolean, System.String, System.Boolean)
    EditorWindow.Close()
    EditorWindow.Repaint()
    EditorWindow.SendEvent(Event)
    EditorWindow.GetExtraPaneTypes()
    EditorWindow.rootVisualElement
    EditorWindow.wantsMouseMove
    EditorWindow.wantsMouseEnterLeaveWindow
    EditorWindow.autoRepaintOnSceneChange
    EditorWindow.maximized
    EditorWindow.focusedWindow
    EditorWindow.mouseOverWindow
    EditorWindow.minSize
    EditorWindow.maxSize
    EditorWindow.titleContent
    UnityEditor.EditorWindow.depthBufferBits
    EditorWindow.position
    ScriptableObject.CreateInstance(String)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(Object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, Boolean)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, Boolean)
    Object.Destroy(Object, Single)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, Boolean)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType(Type)
    Object.ToString()
    Object.name
    Object.hideFlags
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: UnityEditor.ProBuilder
    Syntax
    public sealed class ProBuilderEditor : EditorWindow, IHasCustomMenu

    Properties

    instance

    Gets the active ProBuilderEditor window, or null if no instance is open. The ProBuilderEditor window appears in the Unity Editor as both the Edit Mode toolbar and the ProBuilder toolbar working together.

    Declaration
    public static ProBuilderEditor instance { get; }
    Property Value
    Type Description
    ProBuilderEditor

    selectMode

    Gets and sets the current SelectMode value.

    Declaration
    public static SelectMode selectMode { get; set; }
    Property Value
    Type Description
    SelectMode

    Methods

    AddItemsToMenu(GenericMenu)

    Builds the context menu for the ProBuilder toolbar. This menu allows the user to toggle between text and button mode, and to change whether the toolbar is floating or dockable.

    Declaration
    public void AddItemsToMenu(GenericMenu menu)
    Parameters
    Type Name Description
    GenericMenu menu

    The context menu

    Implements
    IHasCustomMenu.AddItemsToMenu(GenericMenu)

    Refresh(Boolean)

    Rebuilds the mesh wireframe and selection caches.

    Declaration
    public static void Refresh(bool vertexCountChanged = true)
    Parameters
    Type Name Description
    Boolean vertexCountChanged

    True if the number of vertices changed, which is the default value.

    ResetToLastSelectMode()

    Changes the SelectMode to the last used mesh element mode.

    Declaration
    public static void ResetToLastSelectMode()

    Events

    afterMeshModification

    Raised when vertex modifications are complete.

    Declaration
    public static event Action<IEnumerable<ProBuilderMesh>> afterMeshModification
    Event Type
    Type Description
    Action<IEnumerable<ProBuilderMesh>>

    beforeMeshModification

    Raised immediately prior to beginning vertex modifications, when the ProBuilderMesh is in un-altered state. This is after ToMesh(MeshTopology) and Refresh(RefreshMask) have been called, but before Optimize(ProBuilderMesh, Boolean).

    Declaration
    public static event Action<IEnumerable<ProBuilderMesh>> beforeMeshModification
    Event Type
    Type Description
    Action<IEnumerable<ProBuilderMesh>>

    selectionUpdated

    Raised any time the ProBuilder editor refreshes the selection. This is called every frame when interacting with mesh elements, and after any mesh operation.

    Declaration
    public static event Action<IEnumerable<ProBuilderMesh>> selectionUpdated
    Event Type
    Type Description
    Action<IEnumerable<ProBuilderMesh>>

    selectModeChanged

    Raised when the EditLevel changes.

    Declaration
    public static event Action<SelectMode> selectModeChanged
    Event Type
    Type Description
    Action<SelectMode>
    Back to top
    Terms of use
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023