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.
Button | Description |
---|---|
| Adds the selected components to the rvselection |
| Moves the rvselection to the Unity selection |
| Removes the selected objects from the rvselection |
| Removes all objects from the rvselection |
| Selects all invisible objects |
| Selects all visible objects |
| Selects all unlocked objects |
| Selects all locked objects |
| Selects all objects on the defined layer |
| 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.
Button | Action |
---|---|
| 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 |
| Suppresses all children components in the hierarchy view |
| Moves the components to the new (selected) parent |
| Makes a copy of the components and moves them to the new (selected) parent |
| Moves the components to the defined layer |
| Makes the selected components visible |
| Makes the selected components invisible |
| Isolates the selected components (and makes the rest invisible) |
| Stops the isolation and displays all components |
| Locks the components |
| Unlocks the components |
| Assigns the components to the defined group. If the group is not yet existing it is created. |
| Removes all groups from the selected components |
| Collapses all components to the same hierarchy level |
| Expands all components to the same hierarchy level |
| Moves the pivot of the component to the origin of the defined component |
| Moves the pivot of the component to the center of the defined component |
| Makes the components static |
| Makes the components non-static (movable) |
| 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.
Button | Action |
---|---|
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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