About the ProBuilder Scripting API
ProBuilder provides a Scripting API for C#, which you can use to extend the ProBuilder tools and windows. It includes these namespaces:
- UnityEditor.ProBuilder provides classes and enums for Unity editor integration. Use them to extend ProBuilder menus, windows, toolbars, and Mesh operations that are only available through the ProBuilder windows and tools.
- UnityEngine.ProBuilder provides classes, structs, and enums for compiling Meshes. Use them to access a lot of core ProBuilder functionality, such as creating Meshes, dealing with events, and some math functions.
- UnityEngine.ProBuilder.MeshOperations provides classes for Mesh editing. Use them to manipulate ProBuilder Meshes, including topology and I/0 operations.
All Mesh creation and editing functionality is restricted to the UnityEngine.ProBuilder
and
UnityEngine.ProBuilder.MeshOperations
libraries, which are both available at run time.
ProBuilder stores Mesh data in a component (ProBuilderMesh) and compiles it to a UnityEngine.Mesh object as necessary.
ProBuilderMesh
stores the following Mesh information:
Positions
UVs
Faces
Triangles
Material
Smoothing group
Auto/Manual UVs
Note: ProBuilder can automatically UV unwrap triangles on a per-face basis. You can toggle this feature with the Face class. In addition, users can unwrap faces manually.
Tangent (if user set)
UV3/4 (if user set)
Colors
Shared indices (also called common vertices)
Normals, tangents, collisions, and UVs are calculated as necessary.
Create a Mesh
This example demonstrates how to build a simple quad with the ProBuilder API (not with the ShapeGenerator class):
// Create a new quad facing forward.
ProBuilderMesh quad = ProBuilderMesh.Create(
new Vector3[] {
new Vector3(0f, 0f, 0f),
new Vector3(1f, 0f, 0f),
new Vector3(0f, 1f, 0f),
new Vector3(1f, 1f, 0f)
},
new Face[] { new Face(new int[] { 0, 1, 2, 1, 3, 2 } )
} );
Modify a Mesh
Modifying a ProBuilder Mesh is different from modifying a Unity Mesh: instead of working with MeshFilter.sharedMesh you work with the ProBuilder representation of the Mesh: ProBuilderMesh.
The basics are the same: set vertex positions, modify triangles (faces in ProBuilder), then rebuild the mesh. For example, to move the vertices up on that quad from the previous example:
using UnityEngine;
using UnityEngine.ProBuilder;
#if UNITY_EDITOR
using UnityEditor.ProBuilder;
#endif
public class MoveVertices : MonoBehaviour
{
void Start()
{
var cube = ShapeGenerator.CreateShape(ShapeType.Cube);
// Move one face on the cube along the direction of its normal
Vertex[] vertices = cube.GetVertices();
Face face = cube.faces[0];
Vector3 normal = Math.Normal(cube, face);
// A face is a collection of triangles, stored in the indexes array. Because mesh geometry requires that seams
// be inserted at points where normals, UVs, or other vertex attributes differ we use GetCoincidentVertices to
// collect all vertices at a common position.
// To see the difference, try replacing `cube.GetCoincidentVertices` with just `face.dinstinctIndexes`.
foreach(var index in cube.GetCoincidentVertices(face.indexes))
vertices[index].position += normal;
cube.SetVertices(vertices);
// Rebuild the triangle and submesh arrays, and apply vertex positions and submeshes to `MeshFilter.sharedMesh`.
cube.ToMesh();
// Recalculate UVs, Normals, Tangents, Collisions, then apply to Unity Mesh.
cube.Refresh();
// If in Editor, generate UV2 and collapse duplicate vertices.
#if UNITY_EDITOR
EditorMeshUtility.Optimize(cube, true);
#else
// At runtime, `EditorMeshUtility` is not available. To collapse duplicate
// vertices in runtime, modify the MeshFilter.sharedMesh directly.
// Note that any subsequent changes to `quad` will overwrite the sharedMesh.
var umesh = cube.GetComponent<MeshFilter>().sharedMesh;
MeshUtility.CollapseSharedVertices(umesh);
#endif
}
}
Note that you should never directly modify the MeshFilter.sharedMesh
. ProBuilder controls updating the Unity Mesh with ProBuilderMesh::ToMesh and ProBuilderMesh::Refresh functions.