public void Setup() { ProBuilderMesh shape1 = ShapeFactory.Instantiate <Cube>(); shape1.transform.position = Vector3.zero - shape1.GetComponent <MeshRenderer>().bounds.center; ProBuilderMesh shape2 = ShapeFactory.Instantiate <Cube>(); shape2.transform.position = Vector3.zero - shape2.GetComponent <MeshRenderer>().bounds.center; shape1.AddToFaceSelection(0); shape1.AddToFaceSelection(1); shape1.AddToFaceSelection(2); shape1.SetMaterial(shape1.GetSelectedFaces(), BuiltinMaterials.facePickerMaterial); shape1.ClearSelection(); shape1.AddToFaceSelection(3); shape1.AddToFaceSelection(4); shape1.AddToFaceSelection(5); shape1.SetMaterial(shape1.GetSelectedFaces(), null); shape1.ClearSelection(); shape2.AddToFaceSelection(0); shape2.AddToFaceSelection(1); shape2.AddToFaceSelection(2); shape2.SetMaterial(shape2.GetSelectedFaces(), BuiltinMaterials.colliderMaterial); shape2.ClearSelection(); shape2.AddToFaceSelection(3); shape2.AddToFaceSelection(4); shape2.AddToFaceSelection(5); shape2.SetMaterial(shape2.GetSelectedFaces(), BuiltinMaterials.facePickerMaterial); shape2.ClearSelection(); selectables = new ProBuilderMesh[] { shape1, shape2 }; }
private static void TextureGroupSelectedFaces(ProBuilderMesh pb)//, pb_Face face) { if (pb.selectedFaceCount < 1) { return; } Face[] faces = pb.GetSelectedFaces(); AutoUnwrapSettings cont_uv = faces[0].uv; int texGroup = pb.GetUnusedTextureGroup(); UndoUtility.RecordSelection(pb, "Create Texture Group" + textureGroup); foreach (Face f in faces) { f.uv = new AutoUnwrapSettings(cont_uv); f.textureGroup = texGroup; } }