{"_id":"com.unity.probuilder","name":"com.unity.probuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","provider":"upm","versions":{"6.0.9":{"_upm":{"changelog":"### Fixed\n\n- [PBLD-276] Fixed a bug where dragging a single face from a connected texture group in the UV Editor caused a visual distortion during the drag operation.\n- [PBLD-279] Fixed an issue where serialization warning would appear upon creating a ProBuilder Shape.\n- [PBLD-284] Fixed InstanceID obsolescence warning appearing on 6000.4 and newer versions.\n- Fixed an issue where a proper unique name wasn't set on duplicated ProBuilder meshes.\n- [UUM-133756] Fixed the help icon for ProBuilder components pointing to the wrong documentation link. It now points to https://docs.unity3d.com/Packages/com.unity.probuilder@latest."},"unity":"6000.0","samples":[{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/index.html","name":"com.unity.probuilder","version":"6.0.9","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.shadergraph":"17.0.3","com.unity.modules.imgui":"1.0.0","com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"1f279ab829b7ed3bbe362a4beda666724eacffbf","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-6.0.9.tgz"}},"6.0.8":{"_upm":{"changelog":"### Fixed\n\n- [PBLD-240] Fixed a bug where buttons for \"Create Cube\" and \"Create PolyShape\" appeared incorrectly on Light theme.\n- [PBLD-258] Fixed an bug where clicking a highlighted edge might select a hidden edge instead.\n- [PBLD-262] Fixed a bug in the deep cycling of face selection where faces from hidden meshes would get prioritized"},"unity":"6000.0","samples":[{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/index.html","name":"com.unity.probuilder","version":"6.0.8","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.shadergraph":"17.0.3","com.unity.modules.imgui":"1.0.0","com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"2e7e30b1490d82f5c6facbc43d873df9e478f34b","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-6.0.8.tgz"}},"6.0.7":{"_upm":{"changelog":"### Fixed\n\n- [PBLD-242] Fixed a bug where edges were being incorrectly selected when one or both vertices were behind the camera's near plane, causing flipped lines and inconsistent selection behavior.\n- [PBLD-226] Fixed a bug where ProBuilder faces could not selected when obscured by another GameObject\n- [PBLD-164] Fixed a bug with UV autostitching where the position offset would not take into account the face rotation center offset.\n- [PBLD-251] Fixed a bug which would cause out of bounds exceptions when exporting meshes with quad topology\n- [PBLD-253] Removed a call to internal API that is being removed.\n- [PBLD-255] Fixed an issue where faces being extruded using the shift+click were invisible\n- Fixed warnings about materials being altered when the package is imported in Unity 6.2."},"unity":"6000.0","samples":[{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/index.html","name":"com.unity.probuilder","version":"6.0.7","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.shadergraph":"17.0.3","com.unity.modules.imgui":"1.0.0","com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"9b6693f09f975498d3b4d16d907779e200d3f81b","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-6.0.7.tgz"}},"6.0.6":{"_upm":{"changelog":"### Changes\n\n- [PBLD-228] Updated function to access shader property types.\n\n### Fixed\n\n- [PBLD-224] Fixed rect selection in HDRP.\n- [PBLD-236] Fixed a bug where degenerate triangles were being added to output meshes, causing occasional rendering artifacts.\n- [PBLD-220] Fixed an error in the SoftDeleteEdges sample code that was preventing it from appearing in the context menu.\n- [PBLD-231] Fixed a bug where Extrude was not being disabled in the context menu when 'allow non-manifold actions' was not selected in the ProBuilder preferences.\n- [PBLD-238] Fixed a bug that could cause users to lose any work that they did on a ProBuilder mesh between two usages of tool actions that had previews (options overlays).\n- [PBLD-222] Fixed crash by preventing user from probuilderizing a gameobject that has isPartOfStaticBatch set to true.\n- [PBLD-245] Fixed warnings about obsolete API usage when using Unity 6.2 and later. Updated the API usage where the alternatives were available in Unity 2022.3."},"unity":"6000.0","samples":[{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/index.html","name":"com.unity.probuilder","version":"6.0.6","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.shadergraph":"17.0.3","com.unity.modules.imgui":"1.0.0","com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"c19679f07bae845d35ba92f10a1bb2eb889fb607","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-6.0.6.tgz"}},"5.2.4":{"_upm":{"changelog":"### Fixed\n\n- [PBLD-189] Fixed a bug where using the auto-stitch functionality of the UV Editor would not work properly on MacOS, moved it to Control+Command+Shift + Left click (MacOS only).\n- [PBLD-192] Fixed a bug where vertices were not able to snap on other vertices from the same mesh for Unity 2020.3 and later.\n- [PBLD-150] Fixed a bug where the orientation handles would not be useful when manipulating a cube shape.\n- [PBLD-205] Fixed a bug where the `Edit PolyShape` tool would revert previously merged PolyShape objects.\n- [PBLD-199] Fixed a bug where an exception was thrown if you placed two cut tool vertices on the same edge."},"unity":"2019.4","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/UniversalRenderPipeline 2019","description":"Shaders and materials for the Light Weight Render Pipeline for 2019.X Editors.","displayName":"Universal Render Pipeline Support 2019"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/HDRP 2019","description":"Shaders and materials for the High Definition Render Pipeline for 2019.X Editors.","displayName":"High Definition Render Pipeline Support 2019"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.probuilder@5.2/manual/index.html","name":"com.unity.probuilder","version":"5.2.4","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.\n\nIf you are using URP/HDRP, be careful to also import the corresponding sample project in the section below to get the proper materials.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.modules.imgui":"1.0.0","com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"8f83268b4f5f70de4811ca3955f61b127fc57542","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-5.2.4.tgz"}},"6.0.5":{"_upm":{"changelog":"### Changes\n\n- Improved DrawShape tool performance when you place the first vertex.\n\n### Fixed\n\n- Fixed a bug where undoing a PolyShape creation then redoing it did not restore the PolyShape.\n- Fixed a bug where you could progress to the Edit Height stage of the Polyshape creation tool without forming a base polygon with at least three points.\n- Fixed a bug where shapes created by pressing Enter or Space using the Polyshape creation tool were not selectable or added to the scene hierarchy.\n- [PBLD-213] Fixed a bug where selection changes made while the PolyShape creation tool was active were being reverted.\n- [PBLD-192] Fixed a bug where vertices were not able to snap on other vertices from the same mesh.\n- [PBLD-189] Fixed a bug where using the auto-stitch functionality of the UV Editor would not work properly on MacOS.\n- [PBLD-187] Fixed a bug where the object size was incorrect when using the DrawShape tool on angled surfaces.\n- [PBLD-180] Fixed a bug in the Material Editor where an exception was thrown because it attempted to retrieve `MenuItem` shortcuts before the main menu was fully loaded.\n- [PBLD-210] Fixed a bug where Undo was not working correctly with the Polyshape creation tool. \n- [PBLD-196] Fixed a bug where the Polyshape creation tool was not working with an orthographic camera.\n- [STO-3429] Fixed a bug where increment snapping was ignored when drawing ProBuilder shapes.\n- [STO-3432] Fixed a bug where the Polyshape creation tool was not placing the first point on a custom grids correctly.\n- [PBLD-183] Fixed a bug where the **Extrude by** setting of the **Extrude Faces** action was always set to **Individual Faces**.\n- [STO-3442] Fixed a bug where hover-highlighted elements are not always selected.\n- [PBLD-208] Fixed an issue \"Apply Quick Material\" shortcut would always be present in the Shortcut Helper Bar.\n- [PBLD-202] Fixed an issue where creating ProBuilder shapes using the Hierarchy menu would not result in procedurally editable `ProBuilderShape` meshes. \n- [PBLD-205] Fixed a bug where the `Edit PolyShape` tool would revert previously merged PolyShape objects.\n- [PBLD-199] Fixed a bug where an exception was thrown if you placed two cut tool vertices on the same edge."},"unity":"6000.0","samples":[{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/index.html","name":"com.unity.probuilder","version":"6.0.5","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.shadergraph":"17.0.3","com.unity.modules.imgui":"1.0.0","com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"b55f3ad2afd2f5505e0e532971da5bb5a17f128f","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-6.0.5.tgz"}},"6.0.4":{"_upm":{"changelog":"### Changes\n\n- [PBLD-169] \"Edit Vertices/Edges/Faces\" shortcuts now automatically enter the ProBuilder context.\n- [PBLD-167] Removed \"Toggle ProBuilder Context\" shortcut - the built-in \"Cycle Tool Modes\" shortcut should be used instead."},"unity":"6000.0","upmCi":{"footprint":"4f9dacb6f348734811ac948ac0ec012d09adac66"},"samples":[{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"repository":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"ec91db85925cba22a53ee72999806d964005e7df"},"relatedPackages":{"com.unity.probuilder.tests":"6.0.4"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/index.html","name":"com.unity.probuilder","version":"6.0.4","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.shadergraph":"17.0.2","com.unity.modules.imgui":"1.0.0","com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"a2827f523e21ea251861dac290125410ba4e560b","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-6.0.4.tgz"}},"6.0.3":{"_upm":{"changelog":"### Fixed\n\n- [PBLD-159] Fixed an issue where a ProBuilder menu item shortcut would conflict with Editor's built-in shortcut.\n- [PBLD-158] Fixed a bug where ProBuilder would prevent classes inheriting from `UnityEditor.Editor` to compile.\n- [PBLD-151] Fixed a bug where the Action Settings overlay would not be displayed when used the first time.\n- [PBLD-141] Fixed a bug where the selection would be incorrect when entering PrefabStage.\n- [PBLD-142] Fixed a bug where it was possible to trigger the probuilderize action twice on the same object.\n- [PBLD-150] Fixed a bug where the orientation handles would not be useful when manipulating a cube shape.\n- [PBLD-149] Fixed a bug where the ProBuilder edit modes toggle could be disabled.\n- [PBLD-145] Fixed a bug where using the preview shape with HDRP would crash the editor.\n- Fixed a bug where moving the preview shape was not ignoring the preview shape to compute the correct placement.\n\n### Added\n\n- [PBLD-152] Added some relevant Unity selection actions in the ProBuilder contextual menu."},"type":"asset","unity":"6000.0","upmCi":{"footprint":"2062861b7f77620900ac6be05a1d141c103e900d"},"samples":[{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"repository":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"b0a2e1226e0c1f11020f70346db6849f6cc78233"},"relatedPackages":{"com.unity.probuilder.tests":"6.0.3"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/index.html","name":"com.unity.probuilder","version":"6.0.3","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.shadergraph":"17.0.2","com.unity.modules.imgui":"1.0.0","com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"86d18759ac1277ec80ed437d418dbdd96350e808","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-6.0.3.tgz"}},"5.2.3":{"_upm":{"changelog":"### Added\n\n- [PBLD-146] Added corrected SRP Standard Vertex Color sample shader for 2020.X editors and above.\n\n### Fixed\n\n- [PBLD-138] Fixed a bug where duplicating a ProBuilder mesh would mark all scenes as dirty.\n- [PBLD-134] Fixed a bug where drawing ProBuilder shapes would cause temporary visual glitches on macOS.\n- [PBLD-127] Fixed a bug where undoing a shape creation would reset the deleted shape in the scene.\n- [PBLD-110] Fixed a bug where the prefab instances of ProBuilder meshes where not updating after applying all the overrides.\n- [WEBDOCS-1036] Fixed a documentation generation problem where a setting in the filter.yml file was preventing the ProBuilder API documentation from being generated."},"type":"asset","unity":"2019.4","upmCi":{"footprint":"8ebbd968d0721e3ad28b8c1d61d1a84c70416683"},"samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"repository":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"4dfe5d0a97cdea307668dae116b2b69982507cc1"},"relatedPackages":{"com.unity.probuilder.tests":"5.2.3"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.probuilder@5.2/manual/index.html","name":"com.unity.probuilder","version":"5.2.3","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.\n\nIf you are using URP/HDRP, be careful to also import the corresponding sample project in the section below to get the proper materials.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.modules.imgui":"1.0.0","com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"c5d7f9e8dd72a20e396128bc7d61a13f5e729f66","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-5.2.3.tgz"}},"6.0.2":{"_upm":{"changelog":"### Fixed\n\n- [PBLD-138] Fixed a bug where duplicating a ProBuilder mesh would mark all scenes as dirty.\n- [PBLD-115] Fixed a bug where using the 'Create PolyShape' tool when GPU Resident Drawer was enabled would throw warnings.\n- [PBLD-134] Fixed a bug where drawing ProBuilder shapes would cause temporary visual glitches on macOS.\n- [PBLD-127] Fixed a bug where undoing a shape creation would reset the deleted shape in the scene.\n- [PBLD-129] Fixed a bug where redoing actions was not updating the ProBuilder mesh in the scene.\n- [PBLD-120] Replaced the former scene info by a scene view overlay.\n- [PBLD-121] Fixed edit mode and context shortcuts and settings tooltips.\n- [PBLD-110] Fixed a bug where the prefab instances of ProBuilder meshes where not updating after applying all the overrides.\n- [PBLD-113] Fixed a bug where the Polyshape tool would create temporary objects in the hierarchy.\n- Edited Create Shape tool menu labels so they match their tooltips in the Scene view."},"type":"asset","unity":"6000.0","upmCi":{"footprint":"45a4536da072a530d57245069b9143feb31851ac"},"samples":[{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"repository":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"3a3d93a68b1dfa8435543dfd3f36fc4f852eb80c"},"relatedPackages":{"com.unity.probuilder.tests":"6.0.2"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.probuilder@6.0/manual/index.html","name":"com.unity.probuilder","version":"6.0.2","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. 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With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.\n\nIf you are using URP/HDRP, be careful to also import the corresponding sample project in the section below to get the proper materials.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.modules.imgui":"1.0.0","com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"d2e6899a1ca41ef441a61040716a61625429a746","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-5.0.6.tgz"}},"5.0.4":{"_id":"com.unity.probuilder@5.0.4","type":"asset","_from":"file:/tmp/com.unity.probuilder@5.0.4-glimrts9.tgz","unity":"2019.4","upmCi":{"footprint":"172cebec64bf8304837739698c61ca51d33c197c"},"samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_resolved":"/tmp/com.unity.probuilder@5.0.4-glimrts9.tgz","_integrity":"sha512-Qe/abh6GhaTZM5lhopL/FvGqU/L/Nh3V4/DXhPTbr67iBK9PeWlTFCEHxukCFqwEANGgvsKWKEpy3zr2Hf9iwg==","repository":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"22982e248cc358e0d09dddd839f6d84cf33a8cb6"},"_npmVersion":"7.5.2","_nodeVersion":"12.21.0","relatedPackages":{"com.unity.probuilder.tests":"5.0.4"},"name":"com.unity.probuilder","version":"5.0.4","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. 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With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.\n\nIf you are using URP/HDRP, be careful to also import the corresponding sample project in the section below to get the proper materials.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.modules.imgui":"1.0.0","com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"6cad147841c0b2825b8a3b69bc4e5fcd12779fd2","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-5.0.4.tgz"}},"4.5.2":{"_id":"com.unity.probuilder@4.5.2","type":"asset","_from":"file:com.unity.probuilder-4.5.2.tgz","unity":"2018.4","upmCi":{"footprint":"b2d9ef5fa00059af2a439f0742c83246d2f6cd81"},"samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_resolved":"/Users/pascall/Downloads/packages/candidates/com.unity.probuilder-4.5.2.tgz","_integrity":"sha512-/9rx1z+x8AnrqKMnBfA+cIlcRxi+d62mTJArXGrRfbBk6PqgWFgU1QkkBVPQW2toBoQ0u90Q1T4L5E8wLT/NaA==","repository":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"27f52072e5f94638d1f81bc53df38e59d5bac785"},"_npmVersion":"7.5.4","_nodeVersion":"15.5.0","relatedPackages":{"com.unity.probuilder.tests":"4.5.2"},"name":"com.unity.probuilder","version":"4.5.2","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"494542b92207c30338a0f73344b143e8651fe074","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.5.2.tgz"}},"5.0.3":{"_id":"com.unity.probuilder@5.0.3","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","unity":"2019.4","upmCi":{"footprint":"019db825664f50f786324eb87c52817c9df8a969"},"readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n\r\n**Pull Requests**\r\n\r\nPlease include an entry to the changelog for any PR, along with a Fogbugz ticket number if applicable.\r\n\r\nNew logs should be placed under the `## [Unreleased]` header at the top of the changelog. See [Contributing](CONTRIBUTING.md) for more details.\r\n\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"6a81f0485f2eed8c8a0c193422d52d55f64cd79c"},"_npmVersion":"5.6.0","_nodeVersion":"8.17.0","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"5.0.3"},"name":"com.unity.probuilder","version":"5.0.3","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.\n\nIf you are using URP/HDRP, be careful to also import the corresponding sample project in the section below to get the proper materials.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.modules.imgui":"1.0.0","com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"ab63a5da28a40d76866513357166c18e69bcdf73","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-5.0.3.tgz"}},"5.0.1":{"_id":"com.unity.probuilder@5.0.1","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","unity":"2019.4","upmCi":{"footprint":"bfc4b320ac26102180d745800e1c3ac5f0eb0f14"},"readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n\r\n**Pull Requests**\r\n\r\nPlease include an entry to the changelog for any PR, along with a Fogbugz ticket number if applicable.\r\n\r\nNew logs should be placed under the `## [Unreleased]` header at the top of the changelog. See [Contributing](CONTRIBUTING.md) for more details.\r\n\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"76309767188905d188c251248422a017963f4f2d"},"_npmVersion":"5.6.0","_nodeVersion":"8.17.0","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"5.0.1"},"name":"com.unity.probuilder","version":"5.0.1","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.modules.imgui":"1.0.0","com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"05ea095596ac47bb113b59ada51f77e82ccf2808","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-5.0.1.tgz"}},"5.0.0-pre.10":{"_id":"com.unity.probuilder@5.0.0-pre.10","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","_from":"file:com.unity.probuilder-5.0.0-pre.10.tgz","unity":"2019.4","upmCi":{"footprint":"42088ad53e4466123c91cac8655ffe9db2dc2506"},"readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n\r\n**Pull Requests**\r\n\r\nPlease include an entry to the changelog for any PR, along with a Fogbugz ticket number if applicable.\r\n\r\nNew logs should be placed under the `## [Unreleased]` header at the top of the changelog. See [Contributing](CONTRIBUTING.md) for more details.\r\n\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","_resolved":"","_integrity":"","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"6f99ddda7fd64d3ae3a79f12f1105bd4dd1d15d9"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"5.0.0-pre.10"},"name":"com.unity.probuilder","version":"5.0.0-pre.10","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.modules.physics":"1.0.0","com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"1fd972f76c93c804ac748cb37264df232629cabf","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-5.0.0-pre.10.tgz"}},"4.5.0":{"_id":"com.unity.probuilder@4.5.0","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","unity":"2018.4","upmCi":{"footprint":"8689a0419920edbbd36c8da9d10999f56672cc7d"},"readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n\r\n**Pull Requests**\r\n\r\nPlease include an entry to the changelog for any PR, along with a Fogbugz ticket number if applicable.\r\n\r\nNew logs should be placed under the `## [Unreleased]` header at the top of the changelog. See [Contributing](CONTRIBUTING.md) for more details.\r\n\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"c0048d825082c4ae352d19ea8bb13d5f63cbcde7"},"_npmVersion":"5.6.0","_nodeVersion":"8.17.0","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.5.0"},"name":"com.unity.probuilder","version":"4.5.0","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"803038cacafa819b93813bc1947172b6c5edcea0","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.5.0.tgz"}},"5.0.0-pre.7":{"_id":"com.unity.probuilder@5.0.0-pre.7","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","unity":"2019.4","upmCi":{"footprint":"f54ad983fb38633e4a9990bafdd5fb0687004d64"},"readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n\r\n**Pull Requests**\r\n\r\nPlease include an entry to the changelog for any PR, along with a Fogbugz ticket number if applicable.\r\n\r\nNew logs should be placed under the `## [Unreleased]` header at the top of the changelog. See [Contributing](CONTRIBUTING.md) for more details.\r\n\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"674a065f24ee5ca883d31421884070787f97c3dc"},"_npmVersion":"5.6.0","_nodeVersion":"8.17.0","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"5.0.0-pre.7"},"name":"com.unity.probuilder","version":"5.0.0-pre.7","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"18a31e0bdb79d2cd4772ee61d82d85348b95c6f8","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-5.0.0-pre.7.tgz"}},"4.4.0":{"_id":"com.unity.probuilder@4.4.0","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","unity":"2018.3","upmCi":{"footprint":"1bacebba175d730c831261b30e5cd998c796f5a4"},"readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n\r\n**Pull Requests**\r\n\r\nPlease include an entry to the changelog for any PR, along with a Fogbugz ticket number if applicable.\r\n\r\nNew logs should be placed under the `## [Unreleased]` header at the top of the changelog. See [Contributing](CONTRIBUTING.md) for more details.\r\n\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"04b57a20391934bc7460d5fe1017d157545b2a5f"},"_npmVersion":"5.6.0","_nodeVersion":"8.11.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.4.0"},"name":"com.unity.probuilder","version":"4.4.0","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.3"},"dist":{"shasum":"25087e551bc4eea944a54c32724b57acca6e34a2","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.4.0.tgz"}},"4.4.0-preview.1":{"_id":"com.unity.probuilder@4.4.0-preview.1","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","_from":"file:com.unity.probuilder-4.4.0-preview.1.tgz","unity":"2018.3","upmCi":{"footprint":"6acfb678dd4a3941adef6b4dda13bf05dcac0bcd"},"readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n\r\n**Pull Requests**\r\n\r\nPlease include an entry to the changelog for any PR, along with a Fogbugz ticket number if applicable.\r\n\r\nNew logs should be placed under the `## [Unreleased]` header at the top of the changelog. See [Contributing](CONTRIBUTING.md) for more details.\r\n\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","_resolved":"","_integrity":"","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"8800fd8af8889ada50f56502f82ae9c4ee48c4b0"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.4.0-preview.1"},"name":"com.unity.probuilder","version":"4.4.0-preview.1","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.2"},"dist":{"shasum":"c23e3708ec6738c9df37d51575e9e9f53e412f0a","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.4.0-preview.1.tgz"}},"4.3.1":{"_id":"com.unity.probuilder@4.3.1","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","unity":"2018.3","upmCi":{"footprint":"1ec78ad72979139d73eb04f073b990a765ba93bd"},"readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n\r\n**Pull Requests**\r\n\r\nPlease include an entry to the changelog for any PR, along with a Fogbugz ticket number if applicable.\r\n\r\nNew logs should be placed under the `## [Unreleased]` header at the top of the changelog. See [Contributing](CONTRIBUTING.md) for more details.\r\n\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"4d5bc9e3bbe785ad15e8f88d2b080b0f0619dc52"},"_npmVersion":"5.6.0","_nodeVersion":"8.11.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.3.1"},"name":"com.unity.probuilder","version":"4.3.1","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.2"},"dist":{"shasum":"e279de5a7dda0af059b78bbcd61771a76a529ab0","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.3.1.tgz"}},"4.3.0-preview.9":{"_id":"com.unity.probuilder@4.3.0-preview.9","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","_from":"file:com.unity.probuilder-4.3.0-preview.9.tgz","unity":"2018.3","upmCi":{"footprint":"c5ca84096c1122a145d5752deef6a6e1ed6265e9"},"readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n\r\n**Pull Requests**\r\n\r\nPlease include an entry to the changelog for any PR, along with a Fogbugz ticket number if applicable.\r\n\r\nNew logs should be placed under the `## [Unreleased]` header at the top of the changelog. See [Contributing](CONTRIBUTING.md) for more details.\r\n\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","_resolved":"","_integrity":"","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"0a679b03f509476419eb86b0323df05136752b8f"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.3.0-preview.9"},"name":"com.unity.probuilder","version":"4.3.0-preview.9","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.2"},"dist":{"shasum":"5879bb6d3b70f4fc7e811b0d1505cb634398d3b1","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.3.0-preview.9.tgz"}},"4.3.0-preview.8":{"_id":"com.unity.probuilder@4.3.0-preview.8","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","_from":"file:com.unity.probuilder-4.3.0-preview.8.tgz","unity":"2018.3","upmCi":{"footprint":"63a7c5eafd7060e86b42021d3bfc595acea4304c"},"readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n\r\n**Pull Requests**\r\n\r\nPlease include an entry to the changelog for any PR, along with a Fogbugz ticket number if applicable.\r\n\r\nNew logs should be placed under the `## [Unreleased]` header at the top of the changelog. See [Contributing](CONTRIBUTING.md) for more details.\r\n\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","_resolved":"","_integrity":"","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"1ceeda311188f321983b164eabcd915ec8b70f22"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.3.0-preview.8"},"name":"com.unity.probuilder","version":"4.3.0-preview.8","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.2"},"dist":{"shasum":"9533489d9e27a02fe46f0a6ffc72f59386b5dc25","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.3.0-preview.8.tgz"}},"4.3.0-preview.7":{"_id":"com.unity.probuilder@4.3.0-preview.7","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","_from":"file:com.unity.probuilder-4.3.0-preview.7.tgz","unity":"2018.3","readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n\r\n**Pull Requests**\r\n\r\nPlease include an entry to the changelog for any PR, along with a Fogbugz ticket number if applicable.\r\n\r\nNew logs should be placed under the `## [Unreleased]` header at the top of the changelog. See [Contributing](CONTRIBUTING.md) for more details.\r\n\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","_resolved":"","_integrity":"","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"5f413ba7e56d0d4abc49606efb981908d7491007","footprint":"6622e8b13822510a38f9c75f0801dd970a6b4e6f"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.3.0-preview.7"},"name":"com.unity.probuilder","version":"4.3.0-preview.7","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.2"},"dist":{"shasum":"222cbdadd65afdf38abd29604696b1718a44df90","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.3.0-preview.7.tgz"}},"4.3.0-preview.6":{"_id":"com.unity.probuilder@4.3.0-preview.6","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","_from":"file:com.unity.probuilder-4.3.0-preview.6.tgz","unity":"2018.3","readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n\r\n**Pull Requests**\r\n\r\nPlease include an entry to the changelog for any PR, along with a Fogbugz ticket number if applicable.\r\n\r\nNew logs should be placed under the `## [Unreleased]` header at the top of the changelog. See [Contributing](CONTRIBUTING.md) for more details.\r\n\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{"name":"service-airflow-production@unity","email":"packman-ops+service-airflow-production@unity3d.com"},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","_resolved":"","_integrity":"","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"cac0f29ffe7e9011b58ee34b2b299c782a332ce8","footprint":"6991a41e0cceef8d9abcffbeee92a915df455b40"},"_npmVersion":"6.13.4","_nodeVersion":"12.14.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.3.0-preview.6"},"name":"com.unity.probuilder","version":"4.3.0-preview.6","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.2"},"dist":{"shasum":"41177e5db39f349a034fb39b4bba16b88f9e24cb","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.3.0-preview.6.tgz"}},"4.3.0-preview.4":{"_id":"com.unity.probuilder@4.3.0-preview.4","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","_from":"file:com.unity.probuilder-4.3.0-preview.4.tgz","unity":"2018.3","readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n\r\n**Pull Requests**\r\n\r\nPlease include an entry to the changelog for any PR, along with a Fogbugz ticket number if applicable.\r\n\r\nNew logs should be placed under the `## [Unreleased]` header at the top of the changelog. See [Contributing](CONTRIBUTING.md) for more details.\r\n\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{"name":"service-airflow-production@unity","email":"packman-ops+service-airflow-production@unity3d.com"},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","_resolved":"","_integrity":"","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"61b375ddd38731f98a0bfb88a9fcacb87a966863","footprint":"a560bb20b5c1854736cdb8a9727e2be20cae5436"},"_npmVersion":"6.13.4","_nodeVersion":"12.14.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.3.0-preview.4"},"name":"com.unity.probuilder","version":"4.3.0-preview.4","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.2"},"dist":{"shasum":"f4579aac95a41177a522acebaf99e13e22356049","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.3.0-preview.4.tgz"}},"4.2.4-preview.0":{"_id":"com.unity.probuilder@4.2.4-preview.0","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","_from":"file:com.unity.probuilder-4.2.4-preview.0.tgz","unity":"2018.3","readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{"name":"service-airflow-production@unity","email":"packman-ops+service-airflow-production@unity3d.com"},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","_resolved":"","_integrity":"","repository":{"url":"git+https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"24ac9093859a8b6e9e089563b9c56c7a139e3768","footprint":"d3a5242e4b4d76a4637759749ee0e80201d0ec01"},"_npmVersion":"6.13.4","_nodeVersion":"12.14.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.2.4-preview.0"},"name":"com.unity.probuilder","version":"4.2.4-preview.0","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.0"},"dist":{"shasum":"330bac93adc3a306d4e81df0061c43902bc4f1be","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.2.4-preview.0.tgz"}},"4.2.3":{"_id":"com.unity.probuilder@4.2.3","type":"asset","unity":"2018.3","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"scripts":{},"repository":{"url":"git@github.com:Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"8be464e9491a225fb90f7dac328bd7e39d909458"},"relatedPackages":{"com.unity.probuilder.tests":"4.2.3"},"name":"com.unity.probuilder","version":"4.2.3","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.0"},"dist":{"shasum":"b79f4ae92e79a7832a987caaffe27bd3f7201992","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.2.3.tgz"}},"4.2.2-preview.2":{"_id":"com.unity.probuilder@4.2.2-preview.2","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","_from":"file:com.unity.probuilder-4.2.2-preview.2.tgz","unity":"2018.3","readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{"name":"service-airflow-production@unity","email":"packman-ops+service-airflow-production@unity3d.com"},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","_resolved":"","_integrity":"","repository":{"url":"git+ssh://git@github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"6f58fbc25dad51a5ef9038634fe2c8361bd94cc2"},"_npmVersion":"6.12.1","_nodeVersion":"12.13.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.2.2-preview.2"},"name":"com.unity.probuilder","version":"4.2.2-preview.2","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.0"},"dist":{"shasum":"ecde03c6a713977734adb28f690ef30d1406be2b","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.2.2-preview.2.tgz"}},"4.2.2-preview.1":{"_id":"com.unity.probuilder@4.2.2-preview.1","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","_from":"file:com.unity.probuilder-4.2.2-preview.1.tgz","unity":"2018.3","readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{"name":"service-airflow-production@unity","email":"packman-ops+service-airflow-production@unity3d.com"},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","_resolved":"","_integrity":"","repository":{"url":"git+ssh://git@github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"a9fa79503278231d2ebc128030c8b301fb8ac37b"},"_npmVersion":"6.12.1","_nodeVersion":"12.13.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.2.2-preview.1"},"name":"com.unity.probuilder","version":"4.2.2-preview.1","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.0"},"dist":{"shasum":"d940788e17f3f9a2a20f07f00ab1d6d3e9fd378f","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.2.2-preview.1.tgz"}},"4.3.0-preview.2":{"_id":"com.unity.probuilder@4.3.0-preview.2","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","_from":"file:com.unity.probuilder-4.3.0-preview.2.tgz","unity":"2018.3","readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{"name":"service-airflow-production@unity","email":"packman-ops+service-airflow-production@unity3d.com"},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","_resolved":"","_integrity":"","repository":{"url":"git+ssh://git@github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"2c20699d44bc8875b246f0417f6550ebcfe865ca"},"_npmVersion":"6.12.1","_nodeVersion":"12.13.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.3.0-preview.2"},"name":"com.unity.probuilder","version":"4.3.0-preview.2","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.0"},"dist":{"shasum":"e319930961ce6e12405085c94a51eafe4e811145","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.3.0-preview.2.tgz"}},"4.3.0-preview.1":{"_id":"com.unity.probuilder@4.3.0-preview.1","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","_from":"file:com.unity.probuilder-4.3.0-preview.1.tgz","unity":"2018.3","readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{"name":"service-airflow-production@unity","email":"packman-ops+service-airflow-production@unity3d.com"},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","_resolved":"","_integrity":"","repository":{"url":"git+ssh://git@github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"5e8e3b76678b3a60e9cbb53adee1ae07ace768d0"},"_npmVersion":"6.12.1","_nodeVersion":"12.13.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.3.0-preview.1"},"name":"com.unity.probuilder","version":"4.3.0-preview.1","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.0"},"dist":{"shasum":"0b16636864d5efbe166956790bac941a1acd0eb1","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.3.0-preview.1.tgz"}},"4.3.0-preview.0":{"_id":"com.unity.probuilder@4.3.0-preview.0","bugs":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder/issues"},"type":"asset","_from":"file:com.unity.probuilder-4.3.0-preview.0.tgz","unity":"2018.3","readme":"## Table of Contents\r\n\r\n- [About](#about)\r\n- [Setup](#development)\r\n- [API Overview](#api)\r\n- [License](#license)\r\n- [Third Party Licenses](#third-party-licenses)\r\n- [Contributing](#contributing)\r\n\r\n## About\r\n\r\nProBuilder is a 3D modeling plugin for [Unity](https://unity3d.com).\r\n\r\nThis readme is intended as a brief introduction for developers interested in working with the API.\r\n\r\nSee the [Manual](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/index.html) for a user guide, or the [Scripting Reference](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/api/index.html) for API documentation.\r\n\r\n## Development\r\n\r\nProBuilder is a developed as a package and distributed with Package Manager.\r\n\r\nThe simplest way to get started working with source is to clone the repository into your `Packages` directory.\r\n\r\n```\r\n~/Desktop/MyProject$ cd Packages/\r\n~/Desktop/MyProject/Packages$ git clone https://github.com/Unity-Technologies/com.unity.probuilder\r\n```\r\n\r\nSee the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@2.0/manual/index.html#installing-removing-disabling-and-updating-packages) documentation for more information on installing packages.\r\n\r\n## API\r\n\r\nThere are 3 major namespaces.\r\n\r\n| Namespace | Function |\r\n|--|--|\r\n| `UnityEngine.ProBuilder` | Mesh types and functions to compile meshes to Unity compatible assets. |\r\n| `UnityEngine.ProBuilder.MeshOperations` | Mesh editing. |\r\n| `UnityEditor.ProBuilder` | Editor integration. |\r\n\r\nMesh data is stored in a component (`ProBuilderMesh`) and compiled to a `UnityEngine.Mesh` (referred to as `UMesh` from here on) as necessary.\r\n\r\n`ProBuilderMesh` retains the following mesh information:\r\n\r\n- Positions\r\n- UVs\r\n- Faces\r\n\t- Triangles\r\n\t- Material\r\n\t- Smoothing group\r\n\t- Auto/Manual UVs*\r\n- Tangent (if user set)\r\n- UV3/4 (if user set)\r\n- Colors\r\n- Shared vertices (also referred to as \"common vertices\")\r\n\r\nNormals, tangents, collisions, and UVs are calculated as necessary.\r\n\r\n\\*ProBuilder can automatically UV unwrap triangles on a per-face basis. `Face`\r\nhas a toggle to enable or disable this feature (users are free to unwrap faces\r\nby manually as well).\r\n\r\nModifying a ProBuilder mesh is a bit different from a Unity mesh. Instead of\r\nworking with the `MeshFilter.sharedMesh` you'll instead be operating on the\r\nProBuilder representation of the mesh: `ProBuilderMesh`.\r\n\r\nA typical workflow looks like this:\r\n\r\n```\r\n// Create a new cube primitive\r\nvar mesh = ShapeGenerator.CreateShape(ShapeType.Cube);\r\n\r\n// Extrude the first available face along it's normal direction by 1 meter.\r\nmesh.Extrude(new Face[] { mesh.faces.First() }, ExtrudeMethod.FaceNormal, 1f);\r\n\r\n// Apply the changes back to the `MeshFilter.sharedMesh`.\r\n// 1. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes.\r\n// 2. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc.\r\n// 3. (Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs.\r\nmesh.ToMesh();\r\nmesh.Refresh();\r\nmesh.Optimize();\r\n```\r\n## License\r\n\r\n[Unity Companion License](LICENSE.md)\r\n\r\n## Third Party Licenses<a name=\"third-party-licenses\"></a>\r\n\r\n[Third Party Licenses](https://github.com/Unity-Technologies/com.unity.probuilder/blob/master/com.unity.probuilder/Third%20Party%20Notices.md)\r\n\r\n## Contributing\r\n\r\n**All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement).**\r\n\r\nBy making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.\r\n","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"_npmUser":{"name":"service-airflow-production@unity","email":"packman-ops+service-airflow-production@unity3d.com"},"homepage":"https://github.com/Unity-Technologies/com.unity.probuilder#readme","_resolved":"","_integrity":"","repository":{"url":"git+ssh://git@github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"c9fdbbefac9a8284a804edae1ea1e1f611dde67f"},"_npmVersion":"6.12.1","_nodeVersion":"12.13.1","readmeFilename":"README.md","relatedPackages":{"com.unity.probuilder.tests":"4.3.0-preview.0"},"name":"com.unity.probuilder","version":"4.3.0-preview.0","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.0"},"dist":{"shasum":"5bc39e4e3df829a6184f742cf446227b45bf4630","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.3.0-preview.0.tgz"}},"4.1.2":{"_id":"com.unity.probuilder@4.1.2","type":"asset","unity":"2018.3","samples":[{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"HDRP Support"},{"path":"Samples~/LWRP","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"LWRP Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"scripts":{},"repository":{"url":"git@github.com:Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"4114c14393dfb78bdd60ea7d440c85577ec22937"},"relatedPackages":{"com.unity.probuilder.tests":"4.1.2"},"name":"com.unity.probuilder","version":"4.1.2","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.0"},"dist":{"shasum":"c506e1e2bb9163887d5efdf57dcf0e05ff4cc025","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.1.2.tgz"}},"4.2.1":{"_id":"com.unity.probuilder@4.2.1","type":"asset","unity":"2018.3","samples":[{"path":"Samples~/UniversalRenderPipeline","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"Universal Render Pipeline Support"},{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"High Definition Render Pipeline Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"scripts":{},"repository":{"url":"git@github.com:Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"b0538d4e4b4aca00c65912827a86aa4402774d5d"},"relatedPackages":{"com.unity.probuilder.tests":"4.2.1"},"name":"com.unity.probuilder","version":"4.2.1","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.0"},"dist":{"shasum":"71b120c3a66f52952e7e1b89504d4f66e6b7e795","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.2.1.tgz"}},"4.1.0":{"_id":"com.unity.probuilder@4.1.0","unity":"2018.3","samples":[{"path":"Samples~/HDRP","description":"Shaders and materials for the High Definition Render Pipeline.","displayName":"HDRP Support"},{"path":"Samples~/LWRP","description":"Shaders and materials for the Light Weight Render Pipeline.","displayName":"LWRP Support"},{"path":"Samples~/Editor","description":"Scripts demonstrating how to integrate new functionality into the ProBuilder editor window.","displayName":"Editor Examples"},{"path":"Samples~/Runtime","description":"Scripts showing how to create and modify meshes at runtime.","displayName":"Runtime Examples"}],"scripts":{},"repository":{"url":"git@github.com:Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"8a9d93b17e38772f21859fd46feaa4dd4acf375c"},"relatedPackages":{"com.unity.probuilder.tests":"4.1.0"},"name":"com.unity.probuilder","version":"4.1.0","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. 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With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{"com.unity.settings-manager":"1.0.0"},"dist":{"shasum":"ccab2504166299515a3a2554a853f06382d3be63","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-4.1.0.tgz"}},"3.10.1":{"_id":"com.unity.probuilder@3.10.1","unity":"2018.1","scripts":{},"repository":{"url":"https://github.com/Unity-Technologies/com.unity.probuilder.git","type":"git","revision":"0e100ae271f50b1035793378f65d4874da17e336"},"name":"com.unity.probuilder","version":"3.10.1","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. With ProBuilder's model export feature it's easy to tweak your levels in any external 3D modelling suite.\n\nDisclaimer: The ProBuilder API is currently in beta and will change before final release.","keywords":["3d","model","mesh","modeling","geometry","shape","cube","blender","max","maya","fbx","obj","level","design","block","greybox","graybox","whitebox","prototype","probuilder"],"dependencies":{},"dist":{"shasum":"22fab4b7126c2ec9e4a89e8b01bf5d04e9719c64","tarball":"https://download.packages.unity.com/com.unity.probuilder/-/com.unity.probuilder-3.10.1.tgz"}},"4.0.5":{"_id":"com.unity.probuilder@4.0.5","unity":"2018.3","scripts":{},"repository":{"url":"https://gitlab.cds.internal.unity3d.com/upm-packages/world-building/com.unity.probuilder.git","type":"git","revision":"81241c9b0a963cd6322b8a5c568352b6440eed50"},"relatedPackages":{"com.unity.probuilder.tests":"4.0.4"},"name":"com.unity.probuilder","version":"4.0.5","displayName":"ProBuilder","description":"Build, edit, and texture custom geometry in Unity. 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Use ProBuilder for in-scene level design, prototyping, collision meshes, all with on-the-fly play-testing.\n\nAdvanced features include UV editing, vertex colors, parametric shapes, and texture blending. 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