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UModeler X

Local Settings Tool

The Local Settings Tool is a tool used to manage and adjust the local settings of selected objects.

Translation in progress — showing the English version.

The Local Settings Tool is a tool used to manage and adjust the local settings of selected objects.

It provides the ability to quickly change certain properties of an object, recalculate the state of an object, and more, with additional features planned for the future.

Every value here belongs to the object being edited, so two objects can use different settings. To change several objects at once, use the Local Settings Tool in the Multiple Objects Group.


How to Use

  1. Launch the Local Settings Tool.
  2. Change the property you want.
  3. The change is applied to the object currently being edited.

Property

Recalculate Tangents

This property recalculates the object's tangent vectors. Use this when you are having trouble applying a normal map, or when you need accurate normals while editing a mesh.

New objects start with the value of Default Recalculate Tangents in Preferences.

Lightmap Static

Changes the lighting method to lightmap. This property is linked with the Contribute Global Illumination property of the Mesh Renderer component.

Collider Mode

This option allows you to keep the Mesh Renderer permanently Disabled so that only the collider is used. You can check the shape of the collider by enabling Unity gizmos.

Disable Read/Write on Save

Decides whether the saved mesh keeps its Read/Write flag, overriding the project-wide setting for this object.

  • Use Global — follows Disable Read/Write on Save in Preferences > UModeler X > Save Data (default)
  • Disable Read Write — always turns Read/Write off, which roughly halves the mesh's memory at runtime
  • Keep Read Write — always keeps Read/Write on, for meshes that scripts read or modify at runtime

Smooth Normal To UV Channel

Writes the object's smoothed normals into a UV channel. Outline and toon shaders commonly read a smoothed normal from a spare UV channel so the outline does not split at hard edges.

When you turn it on, UV Channel 2 is used unless another channel is set.

UV Channel

The UV channel that receives the smoothed normals, from 2 to 8.

Vector Type

The format of the smoothed normal written to the UV channel.

  • 0 — Vector2, octahedral-encoded. Uses two components, so the shader must decode it
  • 1 — Vector3, the normal as is

Match this to what your shader expects.


Buttons

Generate UVs for Lightmap

Generates UVs for lightmaps.

Generate Mesh Collider / Destroy Mesh Collider / Refresh Collider Mesh

The collider buttons change with the object's state.

  • No Mesh Collider — only Generate Mesh Collider is shown. It adds a Mesh Collider that uses the current mesh.
  • Mesh Collider attached — Destroy Mesh Collider removes it, and Refresh Collider Mesh fits the existing collider to the current mesh again after you have edited it.

The buttons also follow a collider added or removed from the Inspector.


Local Settings Tool | UModeler X Manual