Selection Window
Working with large assembly structures
Last updated
Working with large assembly structures
Last updated
The Selection Window is only available within the professional version.
The Selection Window is enabling a fast selection of components in the 3D assembly (game object) hierarchy. You can select components based on the visibility status, assign groups to components and view and hide groups.
To open the Selection window please select
realvirtual
> Selection window (Pro)
in the realvirtual.io menu. This will open this window:
In the section Actions with ALL
you can sop the suppression of all components or show all hidden components.
It is important to know that there are two levels of selection. The first one is the normal Unity Selection (this means all highlighted objects in the hierarchy). You can save currently selected objects in a temporarily g4a selection by pushing Add selected
. All actions that you are performing under Actions with Selection
are performed on the Unity AND rvselection.
Add selected
Adds the selected components to the rvselection
To Unity selection
Moves the rvselection to the Unity selection
Remove selected
Removes the selected objects from the rvselection
Remove all
Removes all objects from the rvselection
Select Invisible
Selects all invisible objects
Select Visible
Selects all visible objects
Select Unlocked
Selects all unlocked objects
Select Locked
Selects all locked objects
Select Layer
Selects all objects on the defined layer
Select Material
Selects all objects with the defined material
These are actions that you can perform with the selected objects. The actions are always performed for all objects in the current Unity and realvirtual.io selection.
Assign Material
Assigns the selected material
Change Shader
Changes the shader of the material
Material Update
With a material update, defined materials in a scene can be replaced with others. Material Update
Suppress children
Suppresses all children components in the hierarchy view
To new Parent
Moves the components to the new (selected) parent
Copy to empty Parent
Makes a copy of the components and moves them to the new (selected) parent
To Layer
Moves the components to the defined layer
Visible
Makes the selected components visible
Invisible
Makes the selected components invisible
Isolate
Isolates the selected components (and makes the rest invisible)
View all
Stops the isolation and displays all components
Lock
Locks the components
Unlocked
Unlocks the components
To Group
Assigns the components to the defined group. If the group is not yet existing it is created.
Remove Groups
Removes all groups from the selected components
Collapse same level
Collapses all components to the same hierarchy level
Expand same levels
Expands all components to the same hierarchy level
Pivot to origin
Moves the pivot of the component to the origin of the defined component
Pivot to center
Moves the pivot of the component to the center of the defined component
Static
Makes the components static
Movable
Makes the components non-static (movable)
Remove G4A scripts
Removes all realvirtual.io Scripts from the selected components
Remove missing scripts
Removes all null-components from the current selection
Bake to single mesh
Combines all selected meshes to one mesh and saves it to a new gameObject. You can define a name for this gameObject in "Name baked mesh:"
In the Group section, you can find all groups that are defined in the current model.
Plus
Adds the selected components to the Group
Minus
Removes the selected components from the Group
Hide
Hides all components which are currently belonging to the Group
Show
Shows all components currently belonging to the Group
The Material update allows you to replace defined materials in a scene with others by one click. To use this feature, you need to define an update by creating an asset called "MaterialUpdate" in the current folder, which can be defined in the Inspector. To create the asset, right-click in the Project area and select "Create/realvirtual/Add material update settings".
You can use the following parameters to specify which materials should be replaced: material, RGB color, and material name or partial name. All of these input parameters are considered in the order listed. You can assign a specific material or a blueprint material, but only one of these options can be defined at a time. Multiple mappings can be defined, and to add another mapping, simply click on the "+" button. The mappings in the list are carried out sequentially, and they can overwrite each other. The material update replaces materials of imported, non-instantiated prefabs with instantiated ones, resulting in improved performance.
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