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UModeler X

Preference

The Preference Window is where you can configure various options to make some of the functionality of UModeler X easily accessible and usable.

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Preference

The Preference Window is where you can configure various options to make some of the functionality of UModeler X easily accessible and usable.

How to use

Preference Path

It can be accessed by navigating to Edit > Preferences > UModeler X in the Unity Editor.

Hover over any option in the Preferences window to see the same description as a tooltip.

Properties

Ed Mesh

Preference Editable Mesh

Inspector Menu Type : How the tool buttons in the UModeler X Inspector are drawn

  • Both (Icon + Text), Icon, Text

Auto Unwrap Shape : Generates UVs automatically for newly created shapes

Auto Generate Mesh Collider : Adds a Mesh Collider to every UModeler X object and keeps it in step with the mesh

UModelerize Merge Vertices : Welds vertices that sit within the tolerance below while converting an existing mesh, which restores the shared vertices the render mesh had split

UModelerize Merge Tolerance : Distance below which two vertices are treated as one while converting an existing mesh (default 0.00001)

Auto Unpack Model Instance Before UModelerize : Unpacks a model prefab instance before converting it, so the prefab link does not block the conversion

Create As Static Object : Marks newly created objects as static, using the flags set below

Static Option : Static flags applied to newly created objects. Used only while Create As Static Object is on

Always Enable Grid Snap : Keeps grid snapping on all the time, so the snap modifier key no longer has to be held

Tool On Object Enter : Which tool becomes active when you select a UModeler X object. The editor mode tab is always remembered per object, whatever this is set to

  • Last Used Tool Per Object, Keep Current Tool, Object Tool

White Box Mode : Switches the options above to a level blockout setup at once — mesh colliders, grid snap, static objects, new objects at the scene root, lightmap UVs, and no auto unwrap

Save data in the scene folder : Writes each object's data asset into a folder beside the scene file instead of the shared UModeler X data folder. For large meshes, saving them in a folder is recommended

Default Recalculate Tangents : Turns Recalculate Tangents on for newly created objects. Normal mapped shaders need tangents, and recalculating them costs time on every rebuild

Modeling

Preference Modeling

ElementTool Extrude Key : Modifier key held while dragging an element to extrude it instead of moving it

  • Shift, Space

Snap To Edge Center : Includes edge midpoints as vertex snap targets while dragging with vertex snapping

Snap To Face Center : Includes face centers as vertex snap targets while dragging with vertex snapping

Apply Animation : Edits a rigged object in its posed state. Tools that change topology are locked while this is on, so only element transforms are allowed

Vertex Picking Range : How close the mouse has to be, in pixels, for a vertex to be picked (default 10)

Edge Picking Range : How close the mouse has to be, in pixels, for an edge to be picked (default 5)

Vertex Size : Radius of the vertex dots drawn in the scene view, in pixels

Vertex Color : Color of unselected vertices in the scene view

Edge Color : Color of unselected edges in the scene view

Selected Color : Color of selected elements in the scene view

Highlight Color : Color of the element under the mouse pointer

Seam Color : Color of edges that are marked as UV seams

Sharp Edge Color : Color of edges that are marked as sharp, so the two sides are not smoothed together

Deform Brush Color : Color of the deform brush circle drawn around the cursor

Edge Constraint Active Direction Color : Color of the edge line that an edge constraint is currently locked to

Edge Constraint Drag Preview Color : Color of the preview line drawn while dragging along an edge constraint

Wireframe Thick : Line thickness of unselected edges in the scene view, in pixels

Selected Wireframe Thick : Line thickness of selected edges in the scene view, in pixels. Never drawn thinner than Wireframe Thick

X-Ray Backfaces : Lets hidden back faces show through the mesh while backface selection is on, so they can be seen before being picked

Selection After Connect : Leaves the edges the Connect tool just created selected, so the next operation can act on them

Text Tool Default Font : Font the Text tool starts with when it builds 3D text

Rigging

Preference Rigging

Rigging Bone Color : Sets the color of the rigging bones

Rigging Selected Bone Color : Sets the color of the selected rigging bones

Rigging Weight Low Color : Sets the color for low rigging weights

Rigging Weight High Color : Sets the color for high rigging weights

Rigging Weight Brush Color : Sets the color for brush rigging weights

Rigging Weight RGB Color : Sets the RGB color for rigging weights

Lightmap

Preference Lightmap

Auto Generate Lightmap UV : Automatically generates lightmap UVs

UnwrapParam Angle Error : Sets the maximum allowable angle distortion during unwrapping

UnwrapParam Area Error : Sets the maximum allowable area distortion during unwrapping

UnwrapParam Hard Angle Error : Sets the angle threshold for creating seams during unwrapping

UnwrapParam Pack Margin Error : Sets the padding between UV islands to prevent overlap

Material

Preference Material

Default Material : Material assigned to newly created UModeler X objects. The settings below only apply while this is the material UModeler X ships with

Texture : Main texture of the default material. Clear it to use Color instead

Smoothness : Smoothness of the default material

Tiling : How many times the default material's texture repeats across the UV range

Color : Color of the default material. Used only while no texture is set

X-Ray Texture : Main texture of the material used by X-Ray display mode

UV Editor

Preference UV Editor

UV Editor Menu Type : How the tool buttons in the UV Editor are drawn

  • Both (Icon + Text), Icon, Text

Is Settings Visible : Opens the settings panel inside the UV Editor window

Min Zoom : Lower limit of the UV view zoom. The view cannot be zoomed out past this

Max Zoom : Upper limit of the UV view zoom. The view cannot be zoomed in past this

Background Color : Sets the background color

Fixed Grid Line Color : Color of the fixed grid lines that mark the 0 to 1 UV range

Fluid Grid Line Color : Color of the subdivision grid lines that follow the zoom level

Vertex Size : Sets the size of the vertices

Vertex Color : Sets the color of the vertices

Edge Color : Sets the color of the edges

Face Color : Sets the color of the faces

Selected Color : Sets the color of the selected elements

Highlight Color : Sets the color of the highlighted elements

Shared Color : Sets the color of the shared elements

Seam Color : Sets the color of the seams

Wireframe Thickness : Sets the thickness of the wireframe

Selected Wireframe Thickness : Sets the thickness of the selected wireframe

UV Recent Tools

The list of recently used tools shown in the UV Editor. The fields match Recent Tools for the Scene view.

Show By : How the recently used tool list appears

  • None, Space Bar, Always Visible

Count : How many recently used tools are listed (default 5)

Menu Type : How recent tools are displayed — Both (Icon + Text), Icon, Text

Button Size : Whether buttons use the Scene Toolbar or Inspector icon size

Orientation : Whether recent tools are arranged horizontally or vertically

Anchor : Where the pinned list is docked. Used by Always Visible only

Position : Margin from the anchored edges, in pixels. Used by Always Visible only

Exclude Favorites : Leaves out tools already listed in the Favorite Tools group

UV View Favorites

The favorite tools bar pinned inside the UV Editor view.

Orientation : Whether View Favorites are arranged horizontally or vertically

Button Size : Whether buttons use the Scene Toolbar or Inspector icon size

Anchor : Where the View Favorites bar is docked in the viewport (default Top Right)

Position : Margin from the anchored edges, in pixels

Hotspot Editor

Display settings for the Hotspot Editor window used by Hotspot Texturing.

Hotspot Editor Menu Type : How the tool buttons in the Hotspot Editor are drawn

Is Settings Visible : Opens the settings panel inside the Hotspot Editor window

Background Color : Background color of the Hotspot Editor view

Fixed Grid Line Color : Color of the fixed grid lines that mark the 0 to 1 UV range

Fluid Grid Line Color : Color of the subdivision grid lines that follow the zoom level

Vertex Size : Radius of the layout vertex dots, in pixels

Vertex Color : Color of unselected layout vertices

Edge Color : Color of unselected layout edges

Face Color : Fill color of unselected layout faces

Selected Color : Color of selected layout elements

Highlight Color : Color of the layout element under the mouse pointer

Wireframe Thickness : Line thickness of unselected layout edges, in pixels

Selected Wireframe Thickness : Line thickness of selected layout edges, in pixels

Hotspot Recent Tools

The list of recently used tools shown in the Hotspot Editor. The fields are the same as UV Recent Tools.

Hotspot View Favorites

The favorite tools bar pinned inside the Hotspot Editor view. The fields are the same as UV View Favorites; the default Anchor is Top Left.

Painting

Preference Painting

Show Axis : Draws the U and V axis lines in the 2D painting view

Show Wireframe : Draws the UV wireframe over the texture in the 2D painting view, so strokes can be aimed at a face

Texture Repeat : Tiles the texture outside the 0 to 1 UV range in the 2D painting view, which makes seams easier to judge

Show Mask : Shows the selected layer's mask as a grayscale image in the 2D painting view instead of the layer's own texture

Brush Size : Brush diameter used by the 2D painting tools, in pixels

Selection Padder Pixels : Grows the 2D selection by this many pixels on every side, so strokes reach slightly past the UV border and leave no seam gap

Wireframe Line Color : Color of the UV wireframe drawn over the texture

Wireframe Thickness : Line thickness of the UV wireframe drawn over the texture, in pixels

Thumbnail Type : Size of the texture thumbnails shown in the painting layer list

  • Large, Small

Startup Resolution : Resolution of the textures created when painting starts on an object that has none yet

Startup Map Source Template : Set of texture maps created when painting starts, matched to the target shader's channels

Auto Save Textures : Writes painted textures to disk automatically instead of waiting for an explicit save

Parametric Shape

Options for Parametric Shapes.

Gizmo Size : Scale of the size handles drawn around a parametric shape in the scene view

Shape Menu Type : How the shape type buttons are drawn — Both (Icon + Text), Icon, Text

Edit Mode After Draw : Enters Edit mode as soon as you leave Draw mode. When off, the mode used before Draw is kept

Keep Children In Place : Keeps child objects at their world position while a resize moves the shape's transform. Parametric children anchored to the parent are excluded

Performance

Fast Rendering : Draws the element overlay (vertices, edges, faces and UVs) through a GPU buffer path that keeps one copy of each coordinate and re-uploads only the blocks that changed. Turn it off to fall back to the legacy Mesh path if the overlay renders incorrectly on your graphics driver.

Burst Acceleration : Runs mesh building, overlay building, element selection, snapping and transform routines as Burst-compiled jobs, and switches vertex, edge and face picking to a CPU BVH path. Editing heavy meshes stays responsive and scenes load faster.

Burst Acceleration needs Unity's Burst and Mathematics packages. Without them UModeler X still works through the existing path, so nothing is lost but the speedup, and a turtle icon appears in the Scene view toolbar. Click it to see why acceleration is not running and to install the packages.

Changing this option reloads scripts, because the acceleration hooks are registered during domain reload.

For the accelerated scope, the requirements and troubleshooting, see Burst Acceleration.

Debug

Preference Debug

Display Vertex IDs : Draws the ID of every vertex next to it in the scene view

Display Edge IDs : Draws the ID of every edge next to it in the scene view

Display Face IDs : Draws the ID of every face at its center in the scene view

Display Ed Mesh Details : Adds detailed EdMesh element information to the scene view debug overlay

Display Curve Point IDs : Draws the ID of every CurveMesh control point in the scene view

Display Curve Point Position : Draws the local position of every CurveMesh control point in the scene view

Disable GPU Options : Turns off Unity's GPU skinning and flip model swapchain. Try this when the graphics driver causes crashes or rendering artifacts

Enable Analytics : Sends anonymous usage statistics that help decide which features to improve. (UModeler X Plus only)

Prefab Path : Folder the prefab batch menu commands scan, such as Delete UModeler X Script From Prefabs

Enable Experimental Tools : Shows tools that are still experimental. They may change or stop working without notice

Enable Logging : Master switch for UModeler X logging. When off, nothing is recorded, written to a log file, or forwarded to the issue reporter

Min Log Level : Lowest severity that gets logged. Records below this level are dropped

  • Log, Warning, Error, Exception

Enable User Detailed Log : Also writes a detailed record of user activity to Logs/umx-user.log

Open Issue Reporter Window On Error : Opens the Issue Reporter window as soon as UModeler X logs an error, so the report can be sent while the context is still fresh

Attach Screenshot To Issue Report : Captures the screen and attaches it to the issue report. The capture covers the whole screen, so leave this off unless you mean to share it

Display Curve : Displays every curve in the scene

Translate

Enable Gizmo Translator UI : Shows the numeric transform panel next to the move, rotate, and scale gizmo, so values can be typed in directly

Display

Preference Display

Size Overlay : Shows the size of the selected object (X, Y, Z dimensions)

Ruler : Shows the length of the selected edges

EdMesh Info : Shows the EdMesh information

Commentary : Visually displays the name, shortcut key, or related information of the executed action

Tool Input Hint : Displays the available input shortcuts for the tool

Scene Toolbar

The UModeler X toolbar at the top of the Scene view. See Toolbar.

Visible : Shows the toolbar at the top of the Scene view

Position : Offset of the toolbar from the top center of the Scene view, in pixels

Home (Hub/Logo) : Shows the UModeler X logo button that opens the hub

UMX Object : Shows the UMX Object button group

CurveMesh : Shows the CurveMesh button

PicoBerry : Shows the PicoBerry button

Preference : Shows the button that opens UModeler X preferences

Export

Preference Export

Create Folder : Creates a folder

Export Material : Exports the material

Export Vertex Color : Exports the vertex color

Optimize UVs : Optimizes the UVs

Export Unit : Sets the unit for export

  • Meter, Centi Meter, Milli Meter

Export Polygon Type : Sets the polygon type for export

  • Triangles, Quad, Polygons

Export Stl Format : Exports in STL format

  • Ascii, Binary

Recent Tools

The list of recently used tools shown in the Scene view.

Show By : How the recently used tool list appears

  • None — never shown
  • Space Bar — pops up next to the mouse cursor when you press the Space Bar
  • Always Visible — stays pinned in the Scene view

Tool Count : How many recently used tools are listed (default 5)

Menu Type : How recent tools are displayed — Both (Icon + Text), Icon, Text

Button Size : Whether buttons use the Scene Toolbar or Inspector icon size

Orientation : Whether recent tools are arranged horizontally or vertically

Anchor : Where the pinned list is docked. Used by Always Visible only

  • Top Left, Top Center, Top Right, Middle Left, Middle Right, Bottom Left, Bottom Center, Bottom Right

Position : Margin from the anchored edges, in pixels. Used by Always Visible only

Exclude Element Tools : Leaves out tools the Scene toolbar already shows as element buttons

Exclude Favorite Tools : Leaves out tools already listed in the Favorite Tools group

Exclude Scene View Favorites : Leaves out tools already shown in the Scene View Favorites bar

Scene View Favorites

The bar of favorite tools pinned in the Scene view.

Orientation : Whether Scene View Favorites are arranged horizontally or vertically

Position : Where Scene View Favorites are displayed in the Scene view

  • Below Scene Toolbar, Top Left

Offset : Additional X and Y position adjustment, in pixels

Button Size : Whether buttons use the Scene Toolbar or Inspector icon size

Import(.obj)

Use UMX Importer : Imports .obj files with the UModeler X importer instead of Unity's built-in one, so polygon faces survive the import

Enable Logging : Logs what the .obj importer read, which helps track down malformed files

Keep Quads : Keeps quad faces from the file instead of splitting them into triangles

Normal : How normals are produced for the imported mesh

Tangent : How tangents are produced for the imported mesh. Normal mapped shaders need them

Hierarchy

New Object Parent : Where a newly created UModeler X, CurveMesh or PicoBerry object is placed relative to the currently selected object

  • Root — at the scene root
  • Sibling — next to the selected object, under the same parent
  • Child — under the selected object (default)

Save Data

A separate page under Preferences > UModeler X > Save Data that controls where UModeler X writes its data.

Save Data Folder : Base folder for UModeler X save data (under Assets). Data is stored in per-type subfolders, such as EditableMesh (default Assets/UModelerXData/Editor)

Mesh Folder (Scene) : Folder where the Mesh .asset of scene objects is saved (default Assets/UModelerXData/Runtime/Mesh)

Mesh Folder (Prefab) : Folder where the Mesh .asset of prefab objects is saved, separate from the scene mesh folder (default Assets/UModelerXData/Runtime/PrefabMesh)

Paint Runtime Folder : Folder where painted Material (.mat) and Texture (.png) assets are saved. These are included in runtime builds (default Assets/UModelerXData/Runtime/PaintData)

Prefab Editor AutoSave Sync Delay (sec) : After an edit in the prefab editor, UModeler X waits this many seconds of inactivity before writing the prefab's mesh and save data to disk, so rapid edits trigger only one write. 0 turns auto sync off (0 ~ 30, default 3)

Disable Read/Write on Save : Turns off the Read/Write flag of the saved mesh, which roughly halves its memory footprint at runtime and in builds. Leave it off if you need CPU access to the mesh at runtime — reading vertices, runtime mesh modification, raycasting against a MeshCollider, or baking. Objects whose MeshCollider uses the mesh are skipped automatically. Each object can override this in the Local Settings Tool

Duplicated Scene Handling : How a scene file duplicated outside of Save As (Ctrl+D in the Project window, copying the file in Explorer) is separated from the original, so edits in one scene do not overwrite the other

  • Ask When Detected — show a confirmation dialog when a duplicated scene is detected (default)
  • Always Convert — separate the data automatically without asking
  • Convert On Scene Open — do nothing at import time; separate the data when the duplicated scene is opened

Saving a duplicated scene always separates its data, whatever this is set to.

Move Unused Assets to Trash on Save : When saving a scene, moves its SaveData and Mesh .asset files that no object references any more into a Trash folder under Save Data Folder (default on). Files are moved, not deleted, so bringing objects back with Undo keeps their data intact. Nothing is deleted for good until you run Tools > UModeler X > Scene Data > Empty Trash

Reset to Defaults : Resets every Save Data option to its default value

Shortcuts

A separate page under Preferences > UModeler X > Shortcuts where every UModeler X shortcut is listed and can be rebound. See Shortcuts.

PicoBerry

A separate page under Preferences > UModeler X > PicoBerry.

Theme : Color theme of the AI UI. Unity uses the default editor colors; PicoBerry uses the website color scheme

PicoBerry Website : Open Workspace opens the PicoBerry web workspace, and Credits & Plan opens the billing page

Preference | UModeler X Manual