Converting and Prefabs
The three finishing actions — Rebuild Shape, Remove Shape Parameters, Convert to Editable Mesh — and how parametric shapes work with prefabs.
A parametric shape can stay parametric indefinitely, or be finalized into a plain mesh or an editable mesh whenever you are ready.
Rebuild Shape
Rebuilds the mesh immediately from the current parameters.
You rarely need it, since changing a parameter rebuilds automatically. It is there for the cases where the display looks out of sync — after reverting a prefab, or after the mesh was replaced from outside.
Remove Shape Parameters
Keeps the current mesh and removes only the parametric component.
The result is an ordinary Unity object with just a MeshFilter and a MeshRenderer. Use it once the form is final, you will not touch the parameters again, and you want a lighter Inspector.
Convert to Editable Mesh
Converts the shape into a UModeler X editable mesh, after which vertices, edges and faces can be edited directly.
The conversion does not copy the baked mesh triangle by triangle — it regenerates the topology from the parameters, so quads, UVs and smoothing are preserved.
Two cases get special handling.
| Situation | Behavior |
|---|---|
| A Layout shape | Has no mesh and cannot be converted. An error is logged. |
| Collider Mode is on | A render mesh is required, so Collider Mode is turned off automatically (with a warning) and the conversion proceeds. |
Making prefabs
Parametric shapes become prefabs with their parameters intact. You can adjust parameters on the prefab instance, and the generated mesh is stored with the prefab asset.
- Structures made of a group with several parts (a chair built from legs and a seat, for example) are saved together with every nested parametric shape.
- Unpacking or duplicating a prefab instance automatically separates the mesh so each object owns its own.
Handling prefabs from a script
The script DSL has two prefab statements.
# Place an instance of an existing prefab asset
prefab "Chair" "Chair_A" @2,0,0
# Save a scene object as a prefab asset
save prefab "Table" "Assets/Props/Table.prefab"
