1.3.0 (2026-08-14)
- New Features
- Added the Parametric Shape feature. (Beta)
- Creation
- Can be created by selecting right-click on the New button in the Scene toolbar ??Parametric Shape (Beta). From then on, the New button remembers the creation mode last selected.
- Can also be created through the global function shortcut
UModeler X/GameObject/Create Parametric Shape. (No default shortcut assigned.) - If an object is selected, it is created as a child of that object; in Prefab Stage, it is created as a child of the stage root.
- Immediately after creation it enters Draw mode, so a shape can be drawn right away by dragging in an empty area of the scene.
- Only one shape can be created per object.
- Supports a total of 22 shape types.
- Layout is a non-rendered reference box that can be used as the anchor reference for child shapes. It is displayed as a wire box in the Scene view.
- Scene View Editing
- The three modes Draw / Edit / Object can be switched from the Scene toolbar or by shortcut.
(Default shortcuts:
Shift+2/Shift+3/Shift+4)- Draw: Draws a new shape by dragging in an empty area. Available only in a single-selection state, and after drawing once it automatically switches to Edit mode.
- Edit: Displays the handles for adjusting parameters.
- Object: Hides the handles and uses only Unity Transform manipulation.
- The three modes Draw / Edit / Object can be switched from the Scene toolbar or by shortcut.
(Default shortcuts:
- Editable Mesh Conversion
Convert to Editable Meshcan be used to convert a shape into a mesh that can be edited directly in UModeler X.- Rather than converting baked triangles, the EdMesh is regenerated directly from the parameters, so quads, UVs, and topology are preserved.
- Once the conversion is complete, the parametric component is removed. This behavior prevents manual edits from being overwritten by parameter changes.
- Layout has no mesh, so it is excluded from conversion, and Collider Mode is automatically turned off upon conversion.
- MCP Integration
- Through integration with MCP, shapes can be created and placed in the scene using a DSL script for parametric shapes.
- Provided tools:
umx_parametric_shape: Shape creation and editingumx_hotspot: Hotspot layout creation and editing
- Supported MCP frameworks:
- Coplay
- Unity-MCP (IvanMurzak)
- UnityMCP
- AI Assistant
- Key DSL Syntax
- Objects are created in the form
<kind> "name" k=v ..., with parent-child relationships composed using 2-space indentation. @x,y,z: Positionrot=: Rotationsc=: Scalepivot=: Mesh originanchor=: Fixing based on the parent boundsoffset=: Offsetratio=: Ratiomeshrot=: Mesh rotationpts=/wts=: Control points and NURBS weights (NURBS / Quad Strip / N-gon / FFD)mod <type> k=v: Adds a modifierprefab: Places a prefabsave prefab: Saves a prefabdel: Deletes@"name": Edits an existing object#id: Specifies an object with a duplicate name unambiguously (editor session only)- Lines beginning with
#are treated as comments.
- Objects are created in the form
- If even a single error is found during the static check stages consisting of parsing, validation, and preflight, execution is blocked without making any changes to the scene.
- AI Shape Script Window
- Added a window where DSL scripts generated by conversational AI such as ChatGPT or Claude can be pasted and executed, even without using MCP.
- It can be opened from the following menus:
- Window > UModeler X > AI Shape Script (Window)
- Tools > UModeler X > Windows > AI Shape Script
- The basic workflow is
Copy Prompt??request the desired shape from the AI ??Pastethe result ??Run.- Copy Prompt: Copies the latest DSL syntax guide to the clipboard. Since it uses the same source as the MCP tool descriptions, the latest syntax is always reflected.
- Paste: Pastes while automatically cleaning up code fences, tabs, quotation marks, and the like.
- Validate: Checks only the validity of the script without modifying the scene.
- Run: Applies the script to the currently open scene. The execution of the entire script is handled as a single Undo step.
- After execution, the number of created, modified, and deleted items and modifiers, along with the list of failures and warnings, can be checked at the bottom of the window.
- Creation
- Added the Parametric Shape feature. (Beta)
- Improvements
- General
- The New buttons in the Scene toolbar have been changed into combo buttons for selecting the object type.
- Left-click: Immediately creates an object of the currently selected type.
- Left-click and hold (or drag slightly): The type menu opens, and sweeping across it and releasing the mouse creates an object of that type.
- Right-click: Menu for selecting the type to create (Editable Mesh / Curve Object / Parametric Shape (Beta))
- The New buttons in the Scene toolbar have been changed into combo buttons for selecting the object type.
- Modeling Mode
- Replaced the internal commands of the following tools with new commands.
- Modeling Mode
- Duplicate Tool
- Extrude drag of the Element Tool
- Mirror Tool
- Follow Tool
- UV Editor
- UV Detach Tool
- Sew Tool
- Move Sew Tool
- UV Weld Tool
- Loop Select Tool
- Shared Select Tool
- Slice Cut Tool
- Eraser Tool
- Existing behavior and results are maintained, while element creation and deletion handling has been unified to improve stability.
- Modeling Mode
- Element Tool
- Added selection modes to Soft Selection.
- Distance: Calculates the Soft Selection range based on absolute distance.
- Connected: Targets only elements connected to the currently selected mesh and calculates the Soft Selection range based on absolute distance.
- MeshDistance: Targets only elements connected to the currently selected mesh and calculates the Soft Selection range based on the accumulated distance of connected edges.
- Added selection modes to Soft Selection.
- Replaced the internal commands of the following tools with new commands.
- General
- Bug Fixes
- General
- Fixed an issue where the UModeler X bug reporting UI was displayed even for bugs unrelated to UModeler X.
- Fixed the Preferences > UModeler X > SaveData path so that it is automatically updated when the UModeler X Data folder is moved in a UModeler project.
- Fixed an issue where Unity's custom shortcut profile was not restored properly.
- Modeling Mode
- Bevel Tool: Fixed an issue where some vertices protruded when Segments was 2.
- UV Editor
- Fixed an issue where changes were not refreshed immediately after unpacking a prefab instance.
- Auto Layout Tool: Fixed an issue where UVs became scrambled when meshes were flipped relative to each other.
- PicoBerry
- Fixed an issue where the model picker and the Inspector did not reflect the server's AI model catalog according to its actual state.
- General