ProBuilder 5 vs ProBuilder 6 for Unity

Поделиться
HTML-код
  • Опубликовано: 3 дек 2024

Комментарии • 49

  • @TheMeanArena
    @TheMeanArena 7 месяцев назад +6

    In old PB, I always used the icon mode and have it docked at the very top of Unity works amazing that way.

    • @gabriel-polysketch
      @gabriel-polysketch  7 месяцев назад +2

      Yeah, same here :D. You wouldn't believe the number of bug tickets though, "help I can't use any tools", when people would accidentally activate it. Plus, it didn't play nice with Overlays :P

    • @YoutuberUser000
      @YoutuberUser000 4 дня назад

      Okay?

  • @ryankulwicki
    @ryankulwicki 7 месяцев назад

    Very exciting changes! Thanks for your work!

  • @elieplatt
    @elieplatt Месяц назад +1

    "That big old thing" Is what we want. I don't want to guess if an option is available or risk losing my selection with my mouse, I want to see everything. Just dock the window, it was easy. Now its "everything is invisible and you just have to know" you cant click around and explore and see what becomes available. A visible option that is grayed out communicates that "a thing is possible but the conditions are not met" but a completely invisible option you cant see until you meet the conditions is a guessing game where the unaware user will assume that the feature simply does not exist and leaves them with no clues with which to ask google.

    • @gabriel-polysketch
      @gabriel-polysketch  Месяц назад

      Hey! Maybe this helps - before you had to first know that, after installing, there was a window to open and where to find it ... we had _so_ many bug reports from people who didn't know this, and thought it was simply not working. And secondly, the new list actually is always there ... right under your mouse! :) Just like you would find actions for a file/folder you have selected in windows/mac, just right click and there they are.

    • @elieplatt
      @elieplatt Месяц назад

      @@gabriel-polysketch Seeing as how they had to manually install it in the first place I don't see where this is a problem. Also, since its the same probuilder the choice to actively remove the old menu instead of allowing for both is confusing, also I feel like if that was the only problem programming it to automatically open that window after first install would have been easier than rebuilding the entire UI.
      And besides that window was just to get started with probuilder. In the new version if you right click in an empty scene, there is no option to make a new probuilder object so they still have to know to go to the menu to create their first probuilder object where they would have found......... the window. So its only easier if the scene is already populated. Further more once they have a populated scene right clicking on a probuilder object does not give a full list of possible actions instead they have a partial list of options and have to "know" that they have to click the new button on the widget to get additional modes of operation.
      Also consider users in 4k, who like having extra realestate for information. They now have to regularly click very tiny options or scale everything and lose that screen space. Right clicking on occasion to access a menu for rare actions is one thing, doing it several times a minute constantly or give up significant screen space to make clicking it easier is another.
      I could go on... but it's 4:30 and I have unfinished work I could have done faster if we hadn't moved to probuilder 6.

    • @elieplatt
      @elieplatt Месяц назад

      PS that isn't to say that the new stuff is bad. It would have been great in addition to. I just don't think it benefits anyone to remove the old menu which seems like deliberate hand forcing and not a consequence of updates since its the same probuilder system. Also, I did get all my work done >.> This video helped.... but it still.

  • @twinjuke
    @twinjuke 5 дней назад +2

    Great changes in the right way! 🏆 My only wish in Pb to have VERTEX SNAPPING that snaps to vertices in the SAME object currently building. It is so bad that it misses this feature that it practically breaks my ideas every day. Please, please, please... 🙏 (pressing "v" and dragging the vertex snaps to other objects' vertices, but not the one's currently being edited)

    • @gabriel-polysketch
      @gabriel-polysketch  5 дней назад +1

      Hi! Odd, I haven't noticed that - I'll check right now! Thanks for the comment! :)

    • @gabriel-polysketch
      @gabriel-polysketch  5 дней назад +1

      Ah dang yes I see that now - not sure how that slipped by, sorry, will see about getting it fixed ASAP!

    • @twinjuke
      @twinjuke 5 дней назад +1

      @@gabriel-polysketch Wow man, you are quick as freak! Hope that rolls out into the Unity 6 LTS soon.

    • @gabriel-polysketch
      @gabriel-polysketch  5 дней назад +1

      @@twinjuke Haha I try! Also, good news - it does _sorta_ work, If you hold V then click-drag on a specific axis handle, it will snap correctly, but using jus that axis. I seem to recall we built that feature in ... but then must have broken the all-axis manipulation, oopsies! Luckily it's just a PB package fix, so it should be very quick. Thanks again for pointing it out!

  • @v0ltdev
    @v0ltdev 6 месяцев назад +2

    The new contextual tools are pretty cool, but when should we expect some new mesh features from probuilder? As someone who does 90% of modeling in probuilder common stuff like mesh decimation, curving, a proper boolean operation tool, spline integration, texture baking, deleting edges and verticies are very necessary.

  • @bovineox1111
    @bovineox1111 Месяц назад +3

    I suspect I might love it, if there was any docs as to how to use it!!! :O fingers crossed your video shows me the way!

    • @gabriel-polysketch
      @gabriel-polysketch  25 дней назад

      Hey! Yes sorry the docs are coming together now! How has it been so far? Have you also tried the Splines package? It follows the same rules, you'll already know one if you know the other :)

  • @Daisy-dp3wk
    @Daisy-dp3wk 26 дней назад +1

    hey! thank you for this video and all of your work on probuilder. please could you explain how we're meant to vertex paint with the new workflow? Face Selection > Select a face > right click > ProBuilder Select > Select Vertex Color doesn't do anything but select all of the objects in the scene. guessing it's a bug?

    • @gabriel-polysketch
      @gabriel-polysketch  25 дней назад +1

      Hi! Vertex painting is still the same, I'm hoping we can upgrade it soon though. Open the Vertex Color Editor (Tools > ProBuilder > Editors > Vertex Color Editor) and use the options there.

  • @fokeyjo
    @fokeyjo Месяц назад +1

    If you're looking for video ideas, I'd love to know how to get decent snapping since progrid slowly disappeared/absorbed. Particularly with an actual Grid component, nothing seems to ever match up properly!

  • @bovineox1111
    @bovineox1111 Месяц назад +1

    Okay this helps me figure out the UI. It's great. I feel like I can do a lot of this a lot faster in Blender, so maybe this isn't for me right now. Lack of live update, i.e. bevel, extrude amount is a bit of a deal breaker. And plus I'd need hotkeys which at best it seems I need to configure.
    But this is THE video for getting started with v6.

  • @mamickabeegames
    @mamickabeegames 6 месяцев назад +1

    Nice upgrade! 👏 👏 👏

  • @DrewofDonuts
    @DrewofDonuts 6 месяцев назад +1

    My man...thank you so much for this video. I was really struggling, and Unity documentation has not been updated yet for PB 6!

    • @gabriel-polysketch
      @gabriel-polysketch  6 месяцев назад +1

      Yeah, sry for the docs wait, our docs dude is working hard on this but so much else to do. Glad the video helps!

  • @mikeha
    @mikeha 25 дней назад

    what's the trick to add edge loops to a cube? Let's say I have a cube with flipped normals that is a room, and I want to add a doorway to it. How is that done?

    • @gabriel-polysketch
      @gabriel-polysketch  25 дней назад

      Hey! This video is old, but should help:
      ruclips.net/video/Of1yrS_CsiI/видео.htmlfeature=shared
      You could also use Polysketch VR if you want to get really zooming 😉

  • @motoday3580
    @motoday3580 7 месяцев назад +2

    Make a probuilder for ue 5!!!! please

  • @zeroxd.cypher3899
    @zeroxd.cypher3899 Месяц назад +1

    please name videos fully so I can find it when searching for example. Unity - Pro Builder 6 vs 5. As I couldn't find your video at all

    • @gabriel-polysketch
      @gabriel-polysketch  Месяц назад

      Oh dang that's a good point, sorry, I'll do that now! Silly me ...

  • @ShrikeGFX
    @ShrikeGFX 6 месяцев назад +2

    I just wish unity finally added custom mesh data so you dont have to make a billion material copies for slightest changes or have to do everything with vertex colors or UVs
    Probuilder looks pretty good now. Can you also bevel on it and export untriangulated? then I could imagine a pretty good houdini pipeline with it

    • @gabriel-polysketch
      @gabriel-polysketch  6 месяцев назад

      Yeah, we'd like to build out a better mesh format! You can bevel and export untriangulated, yup :) I do recall seeing a PB-Houdini procedural workflow from a game studio we chatted with ... can't recall, sry!

  • @redragon1229
    @redragon1229 6 месяцев назад

    Amazing work! We need similar changes in other Unity tools like Polybrush.

  • @Idontknow-jl7cg
    @Idontknow-jl7cg 6 месяцев назад

    Does anyone know where the smoothing tools are in the latest version of pro builder?

    • @gabriel-polysketch
      @gabriel-polysketch  5 месяцев назад +1

      Hi! They are in Tools > ProBuilder > Editor > Smoothing Editor

  • @ArgentFox
    @ArgentFox 7 месяцев назад

    Thanks for the video! What is the shortcut to enter edit mode? Going to Edit -> Shortcuts -> ProBuilder does not show any shortcut to enable edit mode after selecting an object. Clicking the overlay button every time instead of having a shortcut is brutal.
    Also, the documentation for PB6 appears massively out of date. Screenshots show the old menus (including the now non-existent window) and the shortcuts table is much different than what is available in Edit -> Shortcuts.

    • @gabriel-polysketch
      @gabriel-polysketch  7 месяцев назад +1

      Shortcut - it's a generic shortcut now, for all tools. Look for "Cycle Tool Modes". This will activate whatever mode the selection can do (Spline, ProBuilder, etc). "Esc" will bring you back to GameObject mode.
      Docs - yep sry since U6 is still in preview, the docs are a work in progress. Let me know if I can help with anything!

    • @ArgentFox
      @ArgentFox 7 месяцев назад +1

      @@gabriel-polysketch Thanks for the quick reply! I was able to enable the shortcut with that hint.

  • @عمرالجهني-ع9ر
    @عمرالجهني-ع9ر 4 месяца назад

    Hey man, I'm playing secret legend It is a very beautiful game
    . Game made my day thank you

  • @littleface7060
    @littleface7060 7 месяцев назад +1

    Ayy you're back

    • @gabriel-polysketch
      @gabriel-polysketch  7 месяцев назад +2

      Eyy, been here all this time, just finally had something great to show :)

    • @littleface7060
      @littleface7060 7 месяцев назад

      @@gabriel-polysketch keep up the great work lad 👍

  • @Kokush0
    @Kokush0 6 месяцев назад +1

    good good good

  • @chyra451
    @chyra451 7 месяцев назад

    Is there a change log that we can read?

    • @gabriel-polysketch
      @gabriel-polysketch  7 месяцев назад +1

      Yup! Right here:
      docs.unity3d.com/Packages/com.unity.probuilder@6.0/changelog/CHANGELOG.html

    • @chyra451
      @chyra451 7 месяцев назад

      Thanks!

  • @jackgoff9841
    @jackgoff9841 2 месяца назад

    Is there any documentation on PB6? I'm just trying to do some basic grey boxing and so far PB has been awful.

  • @daslolo
    @daslolo 6 месяцев назад

    "you have to know that" 🤦‍♂️