Unity ProBuilder: Mastering In-Editor Modeling for Rapid Level Design and Prototyping

In the fast-paced world of game development, efficiency is paramount, especially when it comes to level design and environment creation. Traditionally, creating complex 3D geometry for game levels involved a constant back-and-forth between a dedicated 3D modeling application (like Blender or Maya) and your game engine (Unity). This iterative process, while necessary for final art, can be a significant bottleneck during the crucial prototyping and greyboxing phases. This is precisely where Unity ProBuilder shines as an indispensable tool, revolutionizing the way developers approach in-editor modeling and rapid level design. ProBuilder transforms Unity into a powerful, intuitive 3D modeling environment, allowing you to sculpt, extrude, bevel, and manipulate geometry directly within the scene view. Without mastering ProBuilder for level design, developers often struggle with slow workflows, making quick iterations a nightmare and stifling creative flow. It’s not just about building basic shapes; ProBuilder enables the creation of complex architectural elements, custom props, detailed blockouts, and even final environment art with remarkable speed and precision, all without ever leaving the Unity editor. This guide will take you deep into the heart of Unity ProBuilder, covering everything from initial setup and fundamental tools to advanced modeling techniques, texture mapping, and optimization strategies, ensuring you can build, iterate, and refine your game levels faster and more efficiently than ever before, dramatically enhancing your game development workflow.

Mastering Unity ProBuilder for level design is an absolutely critical skill for any game developer aiming to achieve rapid prototyping and efficient in-editor modeling, dramatically enhancing their game development workflow. This comprehensive, human-written guide is meticulously crafted to walk you through implementing ProBuilder in Unity, covering every essential aspect from foundational installation to advanced geometry manipulation and crucial optimization techniques for creating diverse environments. We’ll begin by detailing how to install ProBuilder via the Package Manager and explaining the initial requirements for integrating it into your existing workflow, including understanding its intuitive toolbar and selection modes. A substantial portion will then focus on mastering ProBuilder's core modeling tools, demonstrating how to effectively create new ProBuilder meshesextrude faces to build structures, insert edge loops for increased detail, and bevel edges for smoother, more realistic geometry. Furthermore, this resource will provide practical insights into sculpting complex level geometry, showcasing how to use vertex, edge, and face selection to shape intricate forms, bridge edges for seamless connections, and mirror geometry for symmetrical designs. You'll gain crucial knowledge on applying materials and textures within ProBuilder, explaining how to UV unwrap meshestexture map efficiently, and manage lightmap UVs for static lighting. This guide will also cover advanced ProBuilder features such as creating custom brushesoptimizing meshes for performance, and converting ProBuilder objects to standard meshes for final export or further traditional modeling. Finally, we'll offer troubleshooting tips for common ProBuilder issues, ensuring your in-editor modeling experience is not just powerful but also seamlessly integrated and stable across various Unity projects. By the culmination of this in-depth guide, you will possess a holistic understanding and practical skills to confidently use Unity ProBuilder for rapid level design and in-editor modeling, delivering visually compelling and optimized environments in your games.

Section 1: Introduction to Unity ProBuilder and Core Functionality

Before we can sculpt epic levels, we need to understand what ProBuilder is, how to get it, and its fundamental interface.

1.1 What is Unity ProBuilder?

ProBuilder is a hybrid modeling and level design toolset integrated directly into the Unity editor. It allows you to create, edit, and texture 3D geometry using familiar polygonal modeling techniques (extrusion, beveling, merging, etc.) without having to switch to an external 3D application. It's ideal for:

  • Greyboxing/Prototyping: Rapidly blocking out levels to test gameplay, scale, and flow.

  • Architectural Design: Building detailed structures like rooms, corridors, buildings, and props.

  • Custom Props: Creating unique assets that might not justify a full external modeling workflow.

  • Simple Organic Shapes: With practice, more organic forms can also be achieved.

  • Fixing Imported Meshes: Making quick adjustments to existing 3D models.

1.2 Installing ProBuilder

ProBuilder is a Unity package and needs to be installed via the Package Manager.

  1. Open Package Manager: In Unity, go to Window > Package Manager.

  2. Find ProBuilder: In the Packages dropdown (usually defaults to Unity Registry), search for "ProBuilder".

  3. Install: Select ProBuilder and click the Install button. This might take a moment.

    • Image: Unity Package Manager window showing 'ProBuilder' package selected and 'Install' button highlighted.

1.3 Accessing the ProBuilder Window and Toolbar

Once installed, ProBuilder's primary interface is the ProBuilder window and its context-sensitive toolbar.

  1. Open ProBuilder Window: Go to Tools > ProBuilder > ProBuilder Window. Dock this window somewhere convenient in your Unity layout (e.g., next to the Inspector).

    • Image: Unity editor layout with the ProBuilder window docked.

  2. Understanding the Toolbar:

    • The toolbar is context-sensitive; its options change based on what you have selected (Object, Vertex, Edge, Face).

    • Selection Modes: At the top of the toolbar, you'll see buttons for:

      • Object Selection: Select entire ProBuilder objects.

      • Vertex Selection: Select individual vertices (points).

      • Edge Selection: Select edges (lines connecting vertices).

      • Face Selection: Select faces (polygons).

    • Common Tools: Below the selection modes are the core modeling tools like ExtrudeBevelBridgeSubdivideMirror, etc.

    • Image: ProBuilder toolbar showing selection modes and common modeling tools.

1.4 Creating Your First ProBuilder Mesh

Let's start by creating a simple cube.

  1. Select Object Selection Mode: Ensure you're in Object Selection mode in the ProBuilder toolbar.

  2. Click  In the ProBuilder window, click the New Shape button.

  3. Choose Shape: A new window will appear. Select Cube.

  4. Create: Click Build Cube. A new ProBuilder cube will appear in your scene.

    • Image: ProBuilder 'New Shape' window with 'Cube' selected, and a new ProBuilder cube in the Unity scene.

1.5 Understanding ProBuilder Object Properties

When you select a ProBuilder object in the Hierarchy, its unique properties appear in the Inspector.

  1.  Component: This component is automatically added to any ProBuilder object. It stores the mesh data and manages ProBuilder-specific operations.

  2. : ProBuilder automatically adds a Mesh Collider (or other chosen collider type) to the object, ensuring it has collision. You can change this or remove it.

  3. : Just like any other mesh, you can apply materials to ProBuilder objects. You can also apply materials to individual faces.

  4. : ProBuilder automatically generates UVs (for texturing) and lightmap UVs (for baked lighting).

  5.  / 

    • Freeze Transform: Applies the current scale and rotation to the mesh data itself, resetting the GameObject's transform values to 1,1,1 and 0,0,0. Useful before mirroring or complex operations.

    • Collapse To Mesh: Converts the ProBuilder object into a standard Unity Mesh (removes the ProBuilderMesh component). This makes it a regular, non-editable mesh. Do this when you're done modeling an object.

    • Image: Inspector view of a ProBuilder object, showing the 'ProBuilderMesh' component and other properties.

Section 2: Core Modeling Tools and Techniques

Now that we can create a basic shape, let's explore ProBuilder's fundamental modeling tools to sculpt more complex geometry.

2.1 Vertex, Edge, and Face Selection

The foundation of polygonal modeling is selecting the right components.

  1. Select Your ProBuilder Object: In the Scene view, click on your ProBuilder cube.

  2. Switch Selection Modes: Use the VertexEdge, or Face selection buttons in the ProBuilder toolbar (or hotkeys VEF).

    • : Click on individual vertices to select them. Drag a box to select multiple.

    • : Click on edges. Double-click an edge to select an entire edge loop (a continuous ring of edges).

    • : Click on individual faces. Double-click a face to select all connected faces (element selection).

    • Image: Scene view showing a ProBuilder cube with vertices selected.

  3. Transforming Selected Components:

    • Once vertices, edges, or faces are selected, you can use Unity's standard Move (W), Rotate (E), and Scale (R) tools to manipulate them.

    • Image: Scene view showing a selected face on a ProBuilder object being extruded.

2.2 Extrude Faces: Building Structures

Extrusion is arguably the most common and powerful modeling operation. It creates new geometry by pulling out selected faces.

  1. Select a Face: Switch to Face Selection mode (F) and click on one of the cube's faces.

  2. Click  In the ProBuilder toolbar, click the Extrude Faces button (or press Shift+E).

  3. Drag Handles: Drag the Move tool handle (blue arrow for local Z-axis) to pull out the new geometry.

    • Image: Scene view showing a face on a ProBuilder cube being extruded outwards.

  4. Extrusion Options:

    •  vs.  You can also extrude selected edges to create new faces.

    • Multiple Faces: If you select multiple adjacent faces and extrude, they will often extrude together. If separated, they might extrude individually (use Tool Options > Global/Local to control this).

    • : Can be set numerically in the Inspector after extrusion.

2.3 Insert Edge Loops: Adding Detail

Edge loops add new resolution to your mesh, allowing for more detailed sculpting.

  1. Select Edges: Switch to Edge Selection mode (E) and select one or more edges across a face.

  2. Click  In the ProBuilder toolbar, click the Insert Edge Loop button.

  3. New Edges: A new edge loop will be inserted, dividing the faces.

    • Image: Scene view showing new edge loops inserted into a ProBuilder mesh.

  4. Options:

    • : Can specify multiple edge loops.

    • : Adjusts the position of the new loop(s).

2.4 Bevel Edges and Vertices: Smoothing Corners

Beveling rounds off sharp corners or creates chamfered edges, giving objects a more refined or realistic look.

  1. Select Edges/Vertices: Switch to Edge Selection (E) or Vertex Selection (V). Select one or more edges or vertices.

  2. Click  In the ProBuilder toolbar, click the Bevel Edges or Bevel Vertices button.

  3. Adjust: Drag the Distance slider in the Inspector to control the size of the bevel. Segments adds more divisions for a smoother curve.

    • Image: Scene view showing a ProBuilder cube with its edges beveled.

2.5 Bridge Edges: Connecting Gaps and Creating Holes

Bridging connects two selected edge loops or edges, often to create tunnels, arches, or fill gaps.

  1. Select Two Edge Loops: Switch to Edge Selection (E). Double-click an edge to select a loop. Select a second, parallel edge loop.

  2. Click  In the ProBuilder toolbar, click the Bridge Edges button.

  3. Connect: ProBuilder will create new faces to connect the two selected loops.

    • Image: Scene view showing two openings on ProBuilder objects being bridged to form a tunnel.

  4. Creating Holes:

    • Extrude a face inwards. Delete the resulting inner face. Now you have an opening.

    • Repeat on an opposite wall.

    • Bridge the inner edges of the two openings to create a tunnel.

2.6 Merging Vertices and Collapsing Edges

These tools simplify geometry by combining components.

  1. Merge Vertices: Select two or more vertices. Click Merge Vertices. They will combine into a single vertex at their average position.

  2. Collapse Edges: Select an edge. Click Collapse Edges. The edge will collapse, merging its two vertices and simplifying the surrounding faces.

    • Image: Scene view showing vertices on a ProBuilder mesh being merged.

2.7 Subdivide Faces: Adding Resolution

Subdivide adds more vertices and edges to selected faces, increasing mesh density for finer detail or smoother curves (when combined with other tools).

  1. Select Faces: Switch to Face Selection (F) and select one or more faces.

  2. Click  In the ProBuilder toolbar, click the Subdivide Faces button.

  3. New Geometry: Each selected face will be divided into four new faces.

    • Image: Scene view showing a ProBuilder cube with one face subdivided into four.

2.8 Flipper Faces: Correcting Normals

Sometimes, faces might appear black or invisible because their normals (the direction they face) are flipped.

  1. Select Flipped Faces: Switch to Face Selection (F) and select the problematic faces.

  2. Click  In the ProBuilder toolbar, click the Flip Normals button. The face should now render correctly.

    • Image: Scene view showing a ProBuilder face with flipped normals (appearing dark) being corrected.

2.9 Deleting Faces/Edges/Vertices

Just like in other 3D software, you can delete components.

  1. Select Components: Select vertices, edges, or faces.

  2. Press  Press the Delete key on your keyboard. This will remove the selected components and any connected geometry.

    • Caution: Deleting faces will create holes in your mesh.

Section 3: Advanced Techniques, Texturing, and Material Application

With the core tools understood, let's explore more advanced ProBuilder features and how to properly texture your creations.

3.1 Advanced Geometry Manipulation

ProBuilder offers tools for more complex sculpting and arrangement.

  1. Detach Faces:

    • Select one or more faces.

    • Click Detach Faces. The selected faces will become a new, separate ProBuilder object, allowing you to manipulate them independently without affecting the original mesh.

    • Image: Scene view showing a detached face from a ProBuilder cube.

  2. Split Vertices:

    • Select a vertex.

    • Click Split Vertices. This will duplicate the vertex, creating a seam or break in the mesh where it was previously connected. Useful for creating sharp edges where you need them or preparing for UV splits.

  3. Weld Vertices:

    • Select multiple vertices that are very close to each other.

    • Click Weld Vertices. ProBuilder will attempt to merge them into a single vertex based on a tolerance. This helps fix accidental splits or cleanup imported geometry.

  4. Mirror Objects:

    • Create half of a symmetrical object (e.g., half a bridge, half a door frame).

    • Select the ProBuilder object.

    • Click Mirror Object.

    • A dialogue will appear asking for the mirror axis (XYZ) and whether to Copy (create a new mirrored object) or Apply (merge into one).

    • Tip: Freeze Transform on the original object before mirroring to ensure correct alignment.

    • Image: Scene view showing a ProBuilder object being mirrored across an axis.

3.2 Applying Materials and Texturing ProBuilder Meshes

Texturing is what brings your greybox models to life. ProBuilder has excellent in-editor UV tools.

  1. Applying Materials to Entire Objects:

    • Select your ProBuilder object.

    • In the Inspector, drag a material from your Project window onto the Element 0 slot in the Mesh Renderer component. This applies the material to the entire object.

    • Image: Inspector view of a ProBuilder object with a material assigned to its Mesh Renderer.

  2. Applying Materials to Individual Faces:

    • Switch to Face Selection mode (F).

    • Select the face(s) you want to texture.

    • In the ProBuilder window, look for the Material Palette section.

    • Drag a material from your Project window directly into one of the Material Slots in the Material Palette.

    • With the face(s) still selected, click the Apply button next to the material in the palette.

    • Image: ProBuilder window showing the Material Palette with a material assigned to a selected face.

  3. UV Editing and Texture Mapping:

    • This is where you control how textures are laid out on your mesh.

    • Open UV Editor: With a ProBuilder object selected (and in any selection mode), click Tools > ProBuilder > UV Editor. Dock this window.

    • Image: ProBuilder UV Editor window showing UVs for a selected face.

    • Automatic UVs (Most Common for ProBuilder):

      • Select a face (or multiple faces).

      • In the UV Editor, click Projection and choose a projection mode:

        • : Projects the texture from a flat plane onto the face. Great for walls, floors.

        • : Projects from all six sides, often good for complex shapes.

        • : Fits the UVs to the selected face.

        • : ProBuilder's smart automatic unwrap.

      • : Adjust X and Y Scale in the UV Editor to control how many times the texture repeats across the face.

      • : Adjust X and Y Offset to shift the texture position.

      • : Rotate the texture.

      • Image: ProBuilder UV Editor with 'Planar' projection selected and tiling/offset controls.

    • Manual UV Editing:

      • You can select individual UV vertices in the UV Editor and use Unity's Move (W), Rotate (E), Scale (R) tools to manipulate them directly.

      • This is more advanced and often required for complex or unique textures.

  4. Lightmap UVs:

    • For static lighting (Lightmapping), objects need a second set of UVs (UV2 or Lightmap UVs) that are non-overlapping.

    • ProBuilder automatically generates these.

    • If you're converting to a standard mesh, ensure Generate Lightmap UVs is enabled in the Model import settings or generated by ProBuilder.

3.3 Vertex Colors: Simple Texturing and Visual Feedback

Vertex colors are a simple way to add color directly to vertices, which then blends across faces. It's often used for:

  • Quick Coloring: Fast greyboxing differentiation.

  • Decals/Detail: Adding subtle color variations without textures.

  • Masking: For shaders that use vertex color channels as masks.

  1. Open Vertex Colors Tool: Select a ProBuilder object, then go to Tools > ProBuilder > Editors > Vertex Colors.

  2. Select Vertices/Faces: Switch to Vertex or Face selection mode.

  3. Choose Color: Pick a color from the color picker in the Vertex Colors window.

  4. Apply: Click Set Colors or paint them directly.

    • Image: ProBuilder Vertex Colors window with a color selected and applied to faces.

Section 4: Optimizing, Converting, and Advanced Workflows

To ensure your ProBuilder creations are game-ready, understanding optimization and conversion is crucial.

4.1 Optimizing ProBuilder Meshes

While convenient, unoptimized ProBuilder meshes can be heavy.

  1. Reduce Polygon Count:

    • Delete Unseen Faces: Remove any faces that will never be seen by the player (e.g., the bottom of a floor, faces inside a wall).

    • Merge Vertices: Use Merge Vertices to combine overlapping or unnecessary vertices.

    • Collapse Edges: Use Collapse Edges to simplify geometry where detail isn't needed.

    • Avoid Excessive Subdivisions/Bevels: Only add detail where it's necessary and visible.

  2. :

    • If you've been doing a lot of operations, sometimes duplicate faces can be created.

    • Select the object and click Tools > ProBuilder > Repair > Remove Duplicate Faces.

  3. :

    • ProBuilder objects typically come with Mesh Colliders, which are expensive.

    • For simple shapes, consider replacing Mesh Colliders with primitive colliders (Box ColliderCapsule Collider) or a Compound Collider made of multiple primitives.

    • For complex static geometry, mark it as Static and allow Unity to generate optimized Mesh Colliders for physics.

  4. :

    • Ensure ProBuilder is generating clean Lightmap UVs.

    • For best lightmap quality, ensure UVs are packed tightly in the UV Editor and there's enough padding between islands.

4.2 Converting ProBuilder Objects to Standard Meshes

Once you're happy with a ProBuilder object, it's good practice to convert it to a standard Unity Mesh. This removes the ProBuilderMesh component, making the object lighter and preventing accidental edits.

  1. Select ProBuilder Object: Select the object(s) in the Hierarchy.

  2. : In the Inspector, on the ProBuilderMesh component, click Collapse To Mesh.

  3. Save Mesh: Unity will ask you to save the generated mesh asset. Create a dedicated Meshes folder (e.g., Assets/Meshes/ProBuilderGenerated) and save it there.

    • Image: Inspector view of ProBuilderMesh component, with 'Collapse To Mesh' button highlighted, followed by a 'Save Mesh' dialogue.

  4. Benefits of Conversion:

    • Performance: Less overhead as Unity doesn't need to manage ProBuilder-specific data.

    • Stability: Prevents unexpected behavior if ProBuilder encounters issues.

    • Export: Allows easy export to other 3D software (e.g., FBX export).

    • Cleaner Hierarchy: Replaces the ProBuilder component with just a Mesh Filter and Mesh Renderer.

4.3 Advanced ProBuilder Workflows

  1. Custom Shapes and Brushes:

    • You can save any ProBuilder object as a ProBuilder Preset (by right-clicking it in the Project window after saving as a mesh). This allows you to quickly instantiate common custom shapes.

    • The New Shape window has a Custom Shapes tab where you can manage these.

  2. :

    • Use Unity's built-in Vertex Snapping (hold V while moving) and Grid Snapping (use the Grid Snap tool in the Scene view toolbar or press Ctrl+[) extensively for precise alignment.

    • ProBuilder also has its own Snap to Grid option in the ProBuilder window.

    • Image: Unity Scene view showing vertex snapping in action.

  3. Integrating with External Modeling Tools:

    • ProBuilder is great for greyboxing, but you can always export a ProBuilder mesh as an FBX (Tools > ProBuilder > Export > Export FBX) to refine it in Blender or Maya, then re-import for final texturing.

4.4 Common Troubleshooting Issues

  1. ProBuilder Window Not Appearing:

    • Check Tools > ProBuilder > ProBuilder Window. If it's greyed out, ensure the package is installed in the Package Manager.

    • Sometimes restarting Unity helps after package installation.

  2. Can't Edit a ProBuilder Object:

    • Is it a ProBuilder object? It needs the ProBuilderMesh component. If it's a standard mesh, you can't edit it with ProBuilder tools (unless you convert it back to ProBuilder, which isn't always reliable).

    • Are you in the correct Selection Mode (Vertex, Edge, Face)?

  3. Faces Appear Black/Invisible:

    • Flipped Normals: Select the problematic faces and click Flip Normals in the ProBuilder toolbar.

    • Missing Material: Ensure a material is assigned to the object or the specific face.

    • Lightmap Issues: If it's specifically in baked lighting, check Lightmap UVs and ensure your lightmap parameters are correct.

  4. Performance Issues in Editor/Runtime:

    • Too Many Polygons: Reduce polygon count (delete unseen faces, merge vertices, collapse edges).

    • Uncompressed Meshes: Ensure converted meshes (and other imported models) have appropriate Mesh Compression in their import settings.

    • Mesh Colliders: Replace complex Mesh Colliders with simpler primitive colliders where possible.

    • : Check the camera's Frustum Culling and ensure Occlusion Culling is baked for static environments.

  5. Texture Stretching or Misalignment:

    • UV Editor: Open the UV Editor (Tools > ProBuilder > UV Editor).

    • Projection: Try different Projection modes (Planar, Box, Auto UVs).

    • Scale/Offset/Rotation: Adjust TilingOffset, and Rotation in the UV Editor for the selected faces.

    • Split Vertices: Sometimes, you might need to Split Vertices to create a UV seam to prevent stretching across sharp angles.

  6. Snapping Issues / Objects Not Aligning:

    • Unity Snap Settings: Check Edit > Snap Settings for global snapping.

    • ProBuilder Snap: Ensure Snap to Grid is enabled/disabled as needed in the ProBuilder window.

    • Vertex Snapping: Remember to hold V for Vertex Snapping.

    • World vs. Local Axis: Ensure you're manipulating objects in the correct axis mode (toggle between Global and Local using the Toggle Tool Handle Rotation button in Unity's top toolbar).

  7. ProBuilder Object Becomes Corrupted / Behaves Strangely:

    • Save Mesh: If an object is behaving unexpectedly, convert it to a standard mesh (Collapse To Mesh) and then try to re-import it or re-create it.

    • : In Tools > ProBuilder > Repair, try options like Rebuild NormalsRebuild Tangents, or Remove Degenerate Triangles.

By systematically troubleshooting these common issues and applying the optimization best practices, you can ensure your ProBuilder workflow is not only powerful and efficient but also stable and produces game-ready assets within your Unity projects.

Summary: Unleashing Efficiency in Level Design with Unity ProBuilder

Mastering Unity ProBuilder for level design is an absolute game-changer, transforming the efficiency and creative freedom of in-editor modeling and rapid prototyping for any game developer. This comprehensive guide has meticulously charted your journey, from the foundational installation and understanding of ProBuilder's intuitive interface to advanced geometry manipulation, intricate texturing, and crucial optimization strategies. We began by thoroughly explaining how to install ProBuilder via the Package Manager and introduced you to its indispensable toolbar and selection modes (Vertex, Edge, Face), laying the groundwork for direct manipulation within the Unity editor.

Our exploration then delved deep into ProBuilder's core modeling tools, illustrating their power for sculpting complex environments. We meticulously covered how to create new ProBuilder meshes, demonstrating the fundamental operation of extruding faces to quickly build walls, floors, and basic structures. The guide further detailed techniques like inserting edge loops for adding resolution, beveling edges for smoother, more refined geometry, and bridging edges to seamlessly connect openings or create complex architectural features. We also explored advanced geometry manipulation, showcasing how to detach faces for independent modification, mirror objects for symmetrical construction, and use Merge Vertices to simplify and clean up meshes. A substantial section was dedicated to applying materials and texturing ProBuilder meshes, walking you through applying materials to individual faces, opening the UV Editor, and utilizing various projection modes (PlanarBoxAuto UVs) along with tilingoffset, and rotation controls to achieve precise texture mapping. We also touched upon the value of vertex colors for quick visual feedback and basic material differentiation.

The final, crucial section focused on optimizing, converting, and advancing your ProBuilder workflows to ensure your creations are game-ready. We discussed vital optimization techniques, including the critical importance of reducing polygon count by deleting unseen faces and merging vertices, optimizing colliders, and ensuring proper lightmap UVs. The process of converting ProBuilder objects to standard meshes via Collapse To Mesh was thoroughly explained, highlighting its benefits for performance, stability, and export. Advanced workflow considerations such as creating custom shapes, utilizing grid and vertex snapping for precision, and integrating ProBuilder with external modeling tools were also covered. Finally, a thorough list of common ProBuilder troubleshooting issues and their practical solutions was provided, addressing problems from tools not working and faces appearing black to texture stretching and performance drops, ensuring you can diagnose and fix almost any in-editor modeling challenge.

By diligently applying the extensive principles and practical methodologies outlined throughout this guide, you are now exceptionally well-prepared to confidently use Unity ProBuilder for rapid level design and in-editor modeling. You will be able to efficiently prototype, build, and refine visually compelling and optimized environments directly within Unity, dramatically streamlining your game development workflow and unleashing a new level of creative freedom. The canvas is the editor, the tools are at your fingertips—go forth and build your worlds!


 

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