Default Toolbox Actions
- Decimate :
Reduces the number of polygons on the Meshes. Include children to decimate all children recursively for all GameObject in the input. As this function changes data at Mesh level, any modification to a Mesh will be visible for each GameObject using that Mesh, regardless of the input.
- Merge :
Merges GameObjects together. Selecteg Game Objects Together' will merge all input objects into a single object. 'Keep Parent' option will merge each selected Objects with all of its own children (recursively). By merging, you will lose additional components such as Metadatas.
- Explode :
Explodes each GameObject in multiple GameObjects depending on its submesh count (if it has a Mesh)
- Create UVs :
Create projected UVs. As this function changes data at Mesh level, any modification to a Mesh will be visible for each GameObject using that Mesh, regardless of the input.
This Feature create new primary UV set. The size and the channel can be set in the menu.
Caution: PiXYZ will override the existing UV set.
- Create UVs for Lightmaps
Generating Uvs for lightmaps has never been so simple and quick. Before using the Unity lightmapper, create your to UVs Lightmaps on UV2 directly into Unity through the toolbox.
The resolution and the padding can be set in the menu.
Caution: PiXYZ will override the existing UV set.
- Create Normals
Create new normal attributes on the mesh.
- Flip Normals
Flips Meshes Normals. As this function changes data at Mesh level, any modification to a Mesh will be visible for each GameObject using that Mesh, regardless of the input.
- Replace By
This feature allow to replace selected Game Objects by bounding Box or by another Game Object.
- Remove Hidden
This feature delete automatically objects / Submeshes or polygons not viewed from a sphere around the selection.
- Repair Mesh
This function is a smart combination of algorithms that will repair an asset automatically (vertex welding, face orientation, edge collapse...).
- Retopologize
This function creates a remeshed version of the given mesh, following input topology. It is very useful for collisions or LODs or devices with limited graphics power.
- Move Pivot
Moves the origin (pivot) to another point. As this function changes data at Mesh level, any modification to a Mesh will be visible for each GameObject using that Mesh, regardless of the input.