(Optional, Editor only) Optimize merges coincident vertices, and rebuilds lightmap UVs. Refresh rebuilds generated mesh data, ie UVs, Tangents, Normals, etc. ToMesh cleans the UnityEngine.Mesh and assigns vertices and sub-meshes. Apply the changes back to the `MeshFilter.sharedMesh`. Mesh.Extrude(new Face, ExtrudeMethod.FaceNormal, 1f) Extrude the first available face along it's normal direction by 1 meter. Var mesh = ShapeGenerator.CreateShape(ShapeType.Cube) ProBuilder representation of the mesh: ProBuilderMesh. Working with the MeshFilter.sharedMesh you'll instead be operating on the Modifying a ProBuilder mesh is a bit different from a Unity mesh. Has a toggle to enable or disable this feature (users are free to unwrap faces *ProBuilder can automatically UV unwrap triangles on a per-face basis. Normals, tangents, collisions, and UVs are calculated as necessary. Shared vertices (also referred to as "common vertices").ProBuilderMesh retains the following mesh information: Mesh data is stored in a component ( ProBuilderMesh) and compiled to a UnityEngine.Mesh (referred to as UMesh from here on) as necessary. Mesh types and functions to compile meshes to Unity compatible assets. For more information on installing local packages in the Package Manager, see the Package Manager documentation.
#Unity3d pro builder uneven normals install
Then you can install the cloned package directly in the Package Manager using the "local" method.