Overview

Introduction

UModeler is a ultimate and intuitive modeling extension that is available on Unity Editor. You can draw 2D shapes on any polygons in easy ways and turn them into 3D shapes intuitively.

Moreover UModeler has also adopted useful features of popular DCC tools like Max and Blender etc to empower you to create complicated and rich mesh assets as well as game levels easily and quickly without any help of the external DCC tools.


Install

_images/UModelerImport2.jpg

Import UModeler in your project after getting it.

_images/UModelerMenu.png

Make sure that Tools/UModeler menu has been created at the top. If you click on New UModeler as shown in the upper image, a new game object with UModeler component will be created and you can see the layout looking like the following.


Layout

_images/UModelerLayout0.jpg

UModeler Layout

[1] Working Area

Editing meshes.

[2] Toolbar

Frequently used tools are located here. i.e. Vertex/Edge/Polygon Selection/Transform tools, New UModeler Object, Settings and 3D Cursor Tools.

[3] UModeler Inspector
_images/UModelerInspector.jpg

UModeler Inspector

Header
UModeler Ver 2.xx - Opens the About dialog box.
Close - Disables UModeler to make the current UModeler object behave and visulized same as the general obejct. It can be enabled again by clicking on Open button which is shown up during the disable status.
? - Opens the online manual describing what the current tool is and how to use it.
Search EditBox - Searches for a specific tool. This edit box can be activated by pressing ENTER in the scene view.
Menu part

There are icons on various UModeler tools. You can switch the menu mode between icon-based and text-based via the popup menu which is brought up by pressing RMB. And it’s possible to detach it from the inspector to the separated window.

Properties part

The properties and UIs related to the current tool are displayed here. This can also be detached to the separated window via the popup menu.

[4] Gizmo type
_images/GizmoType.png

Selecting a gizmo among Translate, Rotate and Scale. These buttons are interlocked with the UModeler gizmo type.

[5] Coordinate Frame
_images/CoordinateFramePivotSetting.png

Selecting a coordinate frame of both Global and Local. These buttons are also interlocked with the UModeler gizmo’s frame.

[6] UV Editor

UV Editor can be opened by selecting Tools/UModeler/UV Editor at the top menu or clicking Open UV Editor button in UV Tool. If you want to know how to use UV editor more, please visit here.


User Interface

SPACE

Confirms the current action.

ESC

Cancels the current function or Exit the current tool.

ENTER

Enables Search Edit Box.

CTRL + Z

Undo

CTRL + Y

Redo

W

Translation Gizmo

E

Rotation Gizmo

R

Scale Gizmo

LMB

Selects or moves several elements.

LMB Drag

Selects or moves several elements.

SHIFT + LMB or LMB Drag

Special action depending on the current tool

CTRL + LMB or LMB Drag

Special action depending on the current tool

LMB Double Click

Auto Layout. Click here to get more info

LMB - Left Mouse Button CTRL - Control Key


MeshFilter Component

From UModeler 2.6 new UIs only for UModeler have been added to MeshFilter component to save a mesh in MeshFilter component as .asset file. The biggest reason of this is to deal with a situation of missing a mesh in a prefab. For example the mesh of the UModeler prefab is sometimes lost when UModeler component of an instance of the prefab is removed and the change is applied. If you saved the mesh in the prefab as .asset in advance, you would be able to cope with this.

When you create a UModeler object at first, the mesh doesn’t exist yet.

_images/MeshFilterComonent(1).jpg

The new asset file named after the mesh name is created after you click on Save button.

_images/MeshFilterComonent(2).jpg

With Save As button, you can rename it or save it in a different folder.


Let’s get started with a box.

  1. Select Tools/UModeler/New UModeler to create a new UModeler object.

_images/GettingStarted_0.jpg
  1. Make sure that a new UModeler object has been created and Box Tool has been selected in the inspector.

_images/GettingStarted_1.jpg
  1. Press One Click Build in the Properties to make sure that a box with 1m X 1m X 1m is created.

_images/GettingStarted_2.jpg
  1. If you want to change the size of the box, type proper values in Width, Depth and Height fields in the Properties.

  2. Click on Confirm button if you like it.

  3. Now you’ve made the first mesh with UModeler.

_images/GettingStarted_3.jpg