This is especially useful if you want to convert an exterior-modeled shape into an interior space. It is called Snap To Grid which makes placing objects much easier and more accurate. The Flip Normals tool flips the normals of all faces on the selected object(s). SO I saved it as triangles at a 16th and 8th, looked at it in meshlab,copied the 16th size 2048 triangles intoĪssets/models/environment/navmeshes as wld_bld_16th. A new utility has been added to the Asset Store. obj files and may take a while to process' I found similar issues to this and tried the following: - Removed double verticles - Disabled automatic lightmap Selecting a reference unit as the shader fixes out this issue, but I need to use Vertex color. It seems like the ProBuilder have some issues with subdivide modifier.
#Unity3d pro builder aligning normals 2 objects full#
Note that high-res terrains exported at full resolution will result in very large. If I increase the subdivides more, whole object goes black. Then click Export, choose a file name and location, and the file will be exported. from the Terrain menu, and in the resulting window, select whether you want the object to use triangles or quads when exported, and also select the resolution to use for the exported mesh (full, half, quarter, eighth or sixteenth). If none is selected, it will use the active terrain (if any).
To export, first select a terrain object in your scene. Also it must be called "ExportTerrain" or it won't run. 'You must place the script in a folder named Editor in your project's Assets folder for it to work properly. For a regular dungeon navmesh, I made one accidentally by selecting myĭungeon, and going /window/navigation/bake, thought I had to do a terrain-export to obj like thing, but no.īaking a terrain navmesh, When I selected the terrain and went 'bake' it was taking 15 minutes to do a 2000x2000 terrain halfway, so I needed a simpler mesh covering the same