Unity 3d - ProBuilder Series - The "UV Editor" tool allows you to manipulate and unwrap your UVs
In this part of the Unity ProBuilder tutorial series, I'll show how to use the "UV Editor" tool in the ProBuilder interface. This tool allows you to edit your UVs as well as unwrap the UV! Also check out How to Make a Bounce Game Series https://bit.ly/39HIYBU. Contents: 0:00 Intro 0:33 What is th
This deeper entry in the ProBuilder series digs into the UV Editor, the tool that controls how a material sits on a model's faces and lets you unwrap a mesh right inside Unity. You'll build a couple of test pieces, retexture their faces, then unwrap a stone slab and round-trip it through Photoshop to paint custom artwork.
Open the UV Editor the practical way
After building a simple two-tier wall from a ProBuilder cube — extruding a lower concrete band by shift-dragging the bottom face and dropping brick and concrete materials onto the selected faces — open the UV Editor from the ProBuilder window. It opens docked by default, but docked it hides behind the editor whenever you click away. Use the three-dot menu (or right-click) to Open as Floating Window so it stays put while you work in the scene.
Adjust how a material tiles per face
With faces selected, the UV Editor shows the material on each one. Select all faces sharing a material and use the scale tool to change tiling — scaling the UV down enlarges the texture, scaling it up shrinks it. The Actions panel mirrors the transform tools, giving you offset, scale/tiling, and flip controls for fine adjustments without leaving Unity.
Unwrap a model with planar projection
Build a temple-like slab by extruding, scaling (R), and rotating (E) faces, then assign a fresh URP Lit material named stone slab. In the UV Editor, select all faces and Convert to Manual so they can be regrouped. Select each cluster of faces — front, sides, back, top — and click Planar to project them as a single connected plane, then Fit UV to scale each island into the texture square. Delete the bottom faces' UVs since that side is never seen.
Arrange islands and export a template
Scale and reposition the unwrapped islands so they all fit inside the UV square without overlapping; the Select Island button grabs a whole connected group at once, and you can rotate tight pieces to pack them better. Then click the camera icon to export a UV template PNG — keep 1024, turn off the texture, and use a transparent background so you get clean line work to paint over.
Paint the texture and bring it back
In Photoshop, the template opens with transparent background and visible seams. Add a layer beneath the lines, fill it with a base color, and paint joint detail where the seams fall. Hide the green guide lines, flatten, and save. Back in Unity, drop the saved PNG into the stone slab material's Base Map and the artwork instantly maps to the model — adjust smoothness, or add normal and height maps, to taste. Reopening the UV Editor confirms each face now lines up with the art you painted.





