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Plane primitive

Add a plane to your scene and edit its properties.
Read time 1 minuteLast updated 2 days ago

A Plane primitive is a flat, rectangular 3D surface you can add quickly to a scene without importing a custom mesh. It's ideal for ground, floors, walls, ramps, UI backdrops, and testing surfaces during prototyping. Every new draft automatically contains a plane as the ground in the scene.

Plane optimization

Planes are very large by default compared to other primitives. When you add one, the Optimize Model For Editing window might appear, offering to resize the plane to a more manageable scale. Select Optimize to automatically reduce its size for easier editing, or Skip to keep the original size.

Plane properties

Select your plane in the Hierarchy to open the Inspector window, which contains the object's properties. The following properties are available by default on Plane primitives. You can add other components to your object to add more functionality.

Change the values of this component to update the object's position, rotation, or size.

Property

Description

PositionSet or retrieve the object's location in 3D world space (X, Y, Z).
RotationSet or retrieve the object's rotation around the X, Y, and Z axes (degrees).
ScaleUse the X, Y, and Z values to change or retrieve the object's size.

You need a Mesh Renderer component to display meshes in your scene. Without this component, a mesh can't be visible.

Property

Description

MeshAssign the mesh you want to show in your scene.
MaterialsA list of materials that belong to this mesh. Expand the material to edit its properties.
Edit MaterialExpand one of the materials to show this option. When you select this option, Unity Studio makes a copy of the material and assigns the copied material to the mesh. Because the material is a copy, you can change its properties without affecting other meshes that use the same original material. To change the material on all objects, refer to Edit the material in the My Assets folder.

Material properties

Select Edit Material to change the properties of the material.For information about the material settings, refer to Material reference.

A Mesh Collider is a collider that follows the exact shape of a 3D model for precise collisions. Use this collider type for complex or irregular objects where simpler colliders (box, sphere, capsule) don't fit well. Mesh Colliders are more accurate but can be more intensive than other colliders, so it might sometimes be more efficient to use or combine other collider types.

Property

Description

ConvexDefine the center of the object where the collider starts from.
Is TriggerEnable to make the object able to pass through, but can fire events when it detects another object. Disable to keep the object collidable.

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