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Selection Window (Pro)

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.

ButtonDescription
Add selectedAdds the selected components to the rvselection
To Unity selectionMoves the rvselection to the Unity selection
Remove selectedRemoves the selected objects from the rvselection
Remove allRemoves all objects from the rvselection
Select InvisibleSelects all invisible objects
Select VisibleSelects all visible objects
Select UnlockedSelects all unlocked objects
Select LockedSelects all locked objects
Select LayerSelects all objects on the defined layer
Select MaterialSelects 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.

ButtonAction
Assign MaterialAssigns the selected material
Change ShaderChanges the shader of the material
Material UpdateWith a material update, defined materials in a scene can be replaced with others. Material Update
Suppress childrenSuppresses all children components in the hierarchy view
To new ParentMoves the components to the new (selected) parent
Copy to empty ParentMakes a copy of the components and moves them to the new (selected) parent
To LayerMoves the components to the defined layer
VisibleMakes the selected components visible
InvisibleMakes the selected components invisible
IsolateIsolates the selected components (and makes the rest invisible)
View allStops the isolation and displays all components
LockLocks the components
UnlockedUnlocks the components
To GroupAssigns the components to the defined group. If the group is not yet existing it is created.
Remove GroupsRemoves all groups from the selected components
Collapse same levelCollapses all components to the same hierarchy level
Expand same levelsExpands all components to the same hierarchy level
Pivot to originMoves the pivot of the component to the origin of the defined component
Pivot to centerMoves the pivot of the component to the center of the defined component
StaticMakes the components static
MovableMakes the components non-static (movable)
Remove G4A scriptsRemoves all realvirtual.io Scripts from the selected components
Remove missing scriptsRemoves all null-components from the current selection
Bake to single meshCombines 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.

ButtonAction
PlusAdds the selected components to the Group
MinusRemoves the selected components from the Group
HideHides all components which are currently belonging to the Group
ShowShows 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”.

material update

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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