# About the ProBuilder Scripting API ProBuilder provides a Scripting API for C#, which you can use to extend the ProBuilder tools and windows. It includes these namespaces: - [UnityEditor.ProBuilder](xref:UnityEditor.ProBuilder) provides classes and enums for Unity editor integration. Use them to extend ProBuilder menus, windows, toolbars, and Mesh operations that are only available through the ProBuilder windows and tools. - [UnityEngine.ProBuilder](xref:UnityEngine.ProBuilder) provides classes, structs, and enums for compiling Meshes. Use them to access a lot of core ProBuilder functionality, such as creating Meshes, dealing with events, and some math functions. - [UnityEngine.ProBuilder.MeshOperations](xref:UnityEngine.ProBuilder.MeshOperations) provides classes for Mesh editing. Use them to manipulate ProBuilder Meshes, including topology and I/0 operations. All Mesh creation and editing functionality is restricted to the `UnityEngine.ProBuilder` and `UnityEngine.ProBuilder.MeshOperations` libraries, which are both available at run time. ProBuilder stores Mesh data in a component ([ProBuilderMesh](xref:UnityEngine.ProBuilder.ProBuilderMesh)) and compiles it to a [UnityEngine.Mesh](https://docs.unity3d.com/ScriptReference/Mesh.html) object as necessary. `ProBuilderMesh` stores the following Mesh information: - Positions - UVs - Faces - Triangles - Material - Smoothing group - Auto/Manual UVs **Note:** ProBuilder can automatically UV unwrap triangles on a per-face basis. You can toggle this feature with the [Face](xref:UnityEngine.ProBuilder.Face) class. In addition, users can unwrap faces manually. - Tangent (if user set) - UV3/4 (if user set) - Colors - Shared indices (also called common vertices) Normals, tangents, collisions, and UVs are calculated as necessary. ## Create a Mesh This example demonstrates how to build a simple quad with the ProBuilder API (not with the [ShapeGenerator](xref:UnityEngine.ProBuilder.ShapeGenerator) class): ```c# // Create a new quad facing forward. ProBuilderMesh quad = ProBuilderMesh.Create( new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(1f, 0f, 0f), new Vector3(0f, 1f, 0f), new Vector3(1f, 1f, 0f) }, new Face[] { new Face(new int[] { 0, 1, 2, 1, 3, 2 } ) } ); ``` ## Modify a Mesh Modifying a ProBuilder Mesh is different from modifying a Unity Mesh: instead of working with [MeshFilter.sharedMesh](https://docs.unity3d.com/ScriptReference/MeshFilter-sharedMesh.html) you work with the ProBuilder representation of the Mesh: [ProBuilderMesh](xref:UnityEngine.ProBuilder.ProBuilderMesh). The basics are the same: set vertex positions, modify triangles (faces in ProBuilder), then rebuild the mesh. For example, to move the vertices up on that quad from the previous example: ```c# // Move vertex positions up Vertex[] vertices = quad.GetVertices(); for(int i = 0; i < quad.vertexCount; i++) vertices[i] += Vector3.one; // Rebuild the triangle and submesh arrays, and apply vertex positions & submeshes to `MeshFilter.sharedMesh` quad.SetVertices(vertices); quad.Rebuild(); // Recalculate UVs, Normals, Tangents, Collisions, then apply to Unity Mesh. quad.Refresh(); // If in editor, generate UV2 and collapse duplicate vertices with EditorMeshUtility.Optimize(quad, true); // At runtime, `EditorMeshUtility` is not available. To collapse duplicate // vertices in runtime, modify the MeshFilter.sharedMesh directly. // Note that any subsequent changes to `quad` will overwrite the sharedMesh. var umesh = quad.GetComponent().sharedMesh; MeshUtility.CollapseSharedVertices(umesh); ``` Note that you should never directly modify the `MeshFilter.sharedMesh`. ProBuilder controls updating the Unity Mesh with [ProBuilderMesh::ToMesh](xref:UnityEngine.ProBuilder.ProBuilderMesh.ToMesh(UnityEngine.MeshTopology)) and [ProBuilderMesh::Refresh](xref:UnityEngine.ProBuilder.ProBuilderMesh.Refresh(UnityEngine.ProBuilder.RefreshMask)) functions.