1.3.0f3 (2026-09-04)
- Improvements
- Weight Transfer
- Improved the precision of weight transfer calculation.
- Improved cases where Weight Transfer was not applied properly depending on the bone structure.
- Weight Transfer
- Bug Fixes
- Rigging / Modeling
- Fixed an issue where
Apply Animationwas not applied properly according to the current Modeling Mode.
- Fixed an issue where
- UI
- Fixed an issue where the icon of the Display Mode overlay was not refreshed after a state change in Unity 6.6.
- Fixed an issue where some settings could not be used in
UMX Settingswhen theUMX Objectoverlay was disabled. - Fixed an issue where items related to
CoordandV-Snapwere incorrectly displayed inUMX Settingswhile no object was selected.
- Update / Installation
- Fixed an issue where, in certain environments, the display or features could fail to work properly after updating or installing UModeler X.
- Rigging / Modeling
1.3.0f2 (2026-09-02)
- New Features
- Recent Tools
- Added a Recent Tools feature that allows recently used tools to be quickly reused.
- Related settings can be changed in
Preferences > UModeler X > Recent Tools. - Separate Recent Tools can also be configured for the UV Editor and the Hotspot Editor respectively.
- View Favorites
- Added an additional favorite tools feature that can always be displayed in the Scene View UI.
- The tools to be displayed can be configured in
Preferences > UModeler X > Scene View Favorites. - Separate View Favorites can also be configured for the UV Editor and the Hotspot Editor respectively.
- Recent Tools
- Improvements
- Favorite Group Window
- Added a feature that allows the favorite tool group to be opened and used as a separate window.
- Unity Overlay UI Overhaul
- Reorganized the Overlay composition of UModeler X by role.
- UMX Settings
- Provides display settings unrelated to objects, snap settings, and the overall Lock feature.
- UMX Object
- Provides features related to the mode and Element Selection of the selected object.
- UMX Mesh Ops
- Provides the existing Mesh Ops features.
- Improved so that unnecessary UModeler X data linked to already deleted objects is cleaned up together when saving a scene.
- PicoBerry
- Added the Unity Bridge.
- Selecting
Send > Unityin the PicoBerry web workspace allows a generated asset to be placed directly into the Unity Scene. - Unity is now supported, following Blender, Unreal, and Godot.
- Selecting
- Added the
Tools > UModeler X > Create New > PicoBerrymenu. - Changed the Options of the Generator component to be based on the server schema.
- Added a License dropdown.
- Added a Target Polygon slider.
- Added guidance text to the Generator component.
- Changed the component name from Pico Berry Scene Generator to Picoberry Generator.
- Added the Unity Bridge.
- Favorite Group Window
- Bug Fixes
- General
- Added Unity 6.6 compatibility.
- Export
- Fixed an issue where the Material option was omitted when exporting OBJ files.
- Modeling Mode
- General
- Fixed an issue where some UV data could remain without being properly removed when using tools that merge Elements, such as Merge and Weld.
- Cylinder Tool
- Fixed an issue where the Pivot was set incorrectly when creating a Cylinder by dragging.
- General
- PicoBerry
- Fixed an issue where an asset whose generation had completed remained stuck in the
Generating 0%state, making Scene placement and download impossible. - Fixed an issue where list loading stalled on accounts with many assets, and new assets were not displayed even after Refresh.
- The loading performance of the asset list was also improved.
- Fixed an issue where the License and Target Polygon settings were reset when the component was reopened.
- Fixed an issue where the Target Polygon slider was not displayed.
- Fixed an issue where Undo was not applied to PicoBerry-related setting changes.
- Fixed an issue where merely selecting the component caused the Scene or Prefab to enter a Dirty state.
- Fixed an issue where an asset whose generation had completed remained stuck in the
- General
1.3.0f1 (2026-08-26)
- Improvements
- General
- Improved so that clicking the help icon in the upper right navigates directly to the dedicated guide link matching the mode currently being worked on (Editable Mesh, Curve, Parametric, and the like).
- Improved the smoothness of slider value adjustment and the hold handling of the New button.
- Modeling Mode
- Added an Apply Animation feature to Modeling Mode.
- Parametric Mode
- Added an option to preserve child positions even when the size is adjusted. (
Preference > Marametric Shape)
- Added an option to preserve child positions even when the size is adjusted. (
- General
- Bug Fixes
- Modeling Mode
- Undo: Fixed an issue where the mesh was damaged or an error occurred when undoing after a mesh operation. (Reported by Seliani)
- Modifiers: Added hole-handling logic to the Shell modifier, resolving an issue where inner faces could not be selected. (Reported by M챔o cam c처 v沼?cam)
- Curve Mode
- Fixed an issue where an error occurred when undoing during a curve mesh operation. (Reported by McKinleyMassacre)
- Rigging Mode
- Fixed a phenomenon where the mesh became distorted during bone weight painting. (Reported by nephereden)
- Fixed a phenomenon where the mesh was pushed out of place when UModelerizing Mixamo rigging data.
- Limited the Bind Pose and Reset Pose features to the Root bone and below in order to prevent a phenomenon where the model was lifted upward when they were executed.
- Parametric Mode
- Fixed a phenomenon where the mesh position became misaligned after adjusting the size of a parametric object, clicking another object, and then returning.
- Fixed an issue where tools did not work when the Gizmo toggle was turned off in the Scene View.
- Prefab & SaveData
- Fixed a bug where mesh data was abnormally shared when leaving and re-entering immediately after duplicating a prefab with Auto Save turned on. (Measures have also been completed so that the same issue does not occur in Parametric Mode.)
- General
- Fixed unnecessary Warning logs that occurred when changing properties.
- Modeling Mode
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