Local Settings Tool
The Local Settings Tool is a tool used to manage and adjust the local settings of selected objects.
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
- Launch the Local Settings Tool.
- Change the property you want.
- 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.
