Modifiers
Reshape an object right in Studio: cut one shape out of another, round its edges, give it depth, spin it into a ring, smooth it, or turn a plane into hills.
Modifiers do not touch the object's own geometry. You can change their settings, switch them off or remove them at any time. When the shape is right, you can apply them to make it permanent.
Add a modifier
- Select an object with a shape: a basic shape or an imported model.
- In the inspector, click + new component and choose Modifiers. It is in the Geometry group.
- Click Add modifier and pick one.
Add as many as you need. They work in order, from top to bottom: each one reshapes what the one above it made. Use the arrows to move a modifier up or down, and its checkbox to turn it off for a moment.
| Modifier | What it does |
|---|---|
| Boolean | combines the object with another one: joins them, cuts one out of the other, or keeps only where they overlap |
| Bevel | rounds sharp edges |
| Extrude | pushes the surface out to give it depth |
| Revolve | spins the shape around an axis: a box becomes a ring |
| Subdivide | splits every face into smaller ones and smooths the shape |
| Terrain | raises hills and valleys on the surface |
What the modifiers shape
Apply to decides what the stack changes:
- This object and everything inside it — the object and all the objects inside it, as one group. This is the default. Use it on an imported model: its parts are objects inside it.
- This object only — just the object's own shape.
An empty object has no shape of its own. Give it modifiers with This object and everything inside it to shape what is inside.
Boolean
Pick the second object in With object, then choose what to do with it:
| Operation | Result |
|---|---|
| Union | both shapes as one |
| Subtract | this object with the other one cut out: a hole, a window, a groove |
| Intersect | only the part where the two overlap |
- Hide that object hides the second object, so only the result shows. It is on by default.
- Together with the objects inside it uses the second object's children too. Keep it on for a model: its meshes are its children.
The second object stays a normal object. Move or resize it, and the result follows.
Put a box where the window should be, so it sticks through the wall. On the wall, add a Boolean, choose Subtract and pick the box. Move the box to move the window.
Bevel
| In the editor | Field | What it does |
|---|---|---|
| Width | width | how wide the rounding is |
| Segments | segments | how smooth it looks: 1 gives a flat chamfer, more gives a round edge |
| Sharper than | angle | only edges sharper than this angle are rounded |
| Keep roundings from overlapping | clamp | limits the width where two roundings would meet |
Extrude
| In the editor | Field | What it does |
|---|---|---|
| Direction | direction | Along the normal pushes each face straight out; Along X, Y or Z pushes everything one way |
| Depth | depth | how far; a negative depth pushes the other way |
| Segments | segments | how many steps the new sides have |
| Centred | center | grows to both sides, half the depth each |
A flat shape becomes a solid one: a plane becomes a slab, a circle becomes a coin.
Revolve
| In the editor | Field | What it does |
|---|---|---|
| Axis | axis | the axis to spin around: X, Y or Z |
| Angle | angle | how far to spin: a full turn closes the shape |
| Segments | segments | how smooth the turn looks |
| Off axis | offset | how far the axis is from the object's centre |
A basic shape sits on its own axis, so Off axis starts at 1: the shape spins around a line beside it. A box spun this way makes a ring.
Subdivide
| In the editor | Field | What it does |
|---|---|---|
| Levels | levels | how many times every face is split, from 1 to 6 |
| Smooth | smooth | rounds the shape as it splits; turn it off to only add faces |
Each level makes four times as many faces. Two levels are usually enough.
Terrain
Terrain raises hills and valleys on a surface. A large, flat plane becomes a landscape, and a sphere becomes a planet.
It comes in two forms with the same settings:
- the Terrain modifier, as one step of the stack;
- the Terrain component, in the Geometry group, when the relief is all you need.
| In the editor | Field | What it does |
|---|---|---|
| Relief · H | amplitude | the height of the highest hill, in metres |
| Relief · F | frequency | how many hills per metre |
| Relief · D | detail | how finely the surface is split first, so even a simple shape gets small details |
| Noise · O | octaves | how many layers of smaller bumps are added on top |
| Noise · P | persistence | how strong each smaller layer is |
| Noise · L | lacunarity | how much smaller each layer is |
| Noise · # | seed | a number that picks another landscape |
| Direction | direction | Along the normal grows out of each face, From the centre grows outward from the middle, as on a planet; Up grows straight up |
| Sharp ridges | ridged | sharp crests instead of round hills |
| Sea | sea, seaLevel | everything below the level becomes flat water |
The seed can be a fraction, and the landscape changes smoothly between whole numbers. Animate the seed to make the surface move.
Apply the modifiers
Apply on a modifier makes it permanent, together with every modifier above it. Their result becomes the object's geometry, and they leave the stack. The new geometry is saved to the project's assets, like the mesh of an imported model.
Nothing moves on screen, and one undo brings everything back.
Apply when the shape is final: the project then opens faster, because the player no longer builds the shape.
The result can be up to 32 MB. If it is bigger, Studio says so and the modifiers stay in the stack.
Things to know
- Modifiers work in the published project, in the browser and in the app.
- The player builds the shape each time the project opens. A heavy stack, such as several subdivision levels or a boolean on a detailed model, makes the start slower on phones. Apply it, or keep it light.
- Animated models with a skeleton are not changed.
For developers
Modifiers are GeometryModifiersComponent: modifiers is the list, in order, and scope is
hierarchy or self. Each modifier has a type (boolean, bevel, extrude, revolve,
subdivide or terrain), enabled, and the fields from the tables above. A boolean's target
is the other object's id; hideTarget and targetChildren are its switches. Angles are in
radians. The Terrain component is TerrainComponent, with the same fields as the modifier.
See Components.
Next: Components reference — every component and its fields.