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Intermediate Unity

Unity 3d - ProBuilder Series - The "Bezier Shape" tool to create cool curved shapes in Unity

Jun 16, 2021
About this tutorial

In this part of the Unity ProBuilder tutorial series, I'll show options for the "Bezier Shape" tool in the ProBuilder interface to create cool curved 3D modeling shapes in Unity 3D! Also check out How to Make a Bounce Game Series https://bit.ly/39HIYBU. Contents: 0:00 Intro 0:25 The Bezier Shape T

Written Guide

Continuing the ProBuilder series, this tutorial covers the Bezier Shape tool — a way to generate tube geometry along an editable curve. It's the right tool for pipes, cables, rails, tunnels, and a surprising number of hard-surface props, and every parameter is adjustable live.

Step 1 — Create the curve Click Bezier Shape in the ProBuilder window. You get a bezier curve with a tube mesh built around it, defined by two control points and two tangent handles. The control points set where the curve passes through; the tangents set the direction and strength of the curve leaving each point. All of these are manipulable in full 3D space, not just on a plane, so you can route the tube through any path you need.

Step 2 — Add more control points Two points only gets you one arc. In the Inspector you'll find the Bezier Shape script with fields for the points and tangents, but the faster method is to click directly on the green curve line in the scene view, which inserts a new control point at that position. Each added point gives you another place to bend, and complex routing is just a matter of adding points where the shape needs to change direction.

Step 3 — Close the loop Click Close Loop and the curve joins its two ends, connecting the tube into a continuous ring. With the default settings that produces a clean torus. Uncheck it and you're back to an open tube with visible openings at each end.

Step 4 — Toggle smoothing Smoothing is on by default, which makes the tube read as rounded even though it's built from flat faces — smoothing groups blend the normals so light falls continuously across the surface. Turn it off and the same geometry becomes faceted and rigid, with light catching each face distinctly. Which one you want depends entirely on the look you're after; a low-poly aesthetic usually wants smoothing off.

Step 5 — Set the radius Look at the end of the tube and you'll see the green line running through the center — that's the curve itself. The radius is the distance from that line to the outer surface. It defaults to 0.5, meaning half a unit out in every direction, so the tube is one full unit across. Lower the radius for thin cables and wires; raise it for pipes and tunnels.

Step 6 — Control the rows Rows are the number of faces going around the circumference of the tube. Eight rows gives you an octagonal cross-section. Reduce it and the tube becomes visibly angular — three is the minimum, since that's the fewest faces that can enclose a shape. Increase it and the tube approaches a true cylinder, but every added row multiplies across the entire length of the curve, so pushing this high gets expensive fast. Keep it as low as the look allows.

Step 7 — Control the columns Columns are the slices along the length of the curve — the rings running down the tube. More columns means the geometry follows the curve more closely and bends look smooth. Fewer columns means the tube becomes a series of straight segments meeting at angles, which can be a deliberate stylistic choice. Combining low rows with low columns produces chunky, angular forms that would work well as a spaceship control panel or similar hard-surface prop.

The value of the tool is that all of this stays editable — reshape the curve, change the radius, adjust the density, and the mesh regenerates. Build the path first, then dial in the geometry.

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