diff --git a/Documentation~/Arch.md b/Documentation~/Arch.md
index 7e0148f21..00cae7c28 100644
--- a/Documentation~/Arch.md
+++ b/Documentation~/Arch.md
@@ -1,4 +1,5 @@
# Arch
+
The basic arch shape is a curved symmetrical shape (see **A** in the image below). You can customize the basic arch shape to create tunnels, pipes, roofs, and many other objects.

@@ -15,11 +16,10 @@ When you customize an arch shape, keep in mind that when you change the thicknes
You can customize the shape of an arch with these shape-specific properties:
-
-| **Property:** | **Description:** |
-|:-- |:-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| __Thickness__ | Set the thickness of the arch in meters. The larger the thickness, the smaller the opening becomes. The default value is 0.1. The minimum value is 0.01. |
+| **Property** | **Description** |
+| :--- | :--- |
+| __Thickness__ | Set the thickness of the arch in meters. The larger the thickness, the smaller the opening becomes. The default value is 0.1. The minimum value is 0.01. |
| __Sides Count__ | Set the number of sides for the arch. The more sides you use (relative to the size of the __Radius__), the smoother the arch becomes, so the closer you get to a semi-circle. Conversely, if you set this value to 2, the arch turns into a peaked roof, regardless of the radius. The default value is 5. Valid values range from 2 to 200. |
-| __Arch Circumference__ | Set the circumference of the arch in degrees. For example, an arch of 360 degrees is circular. The default value is 180. Valid values range from 1 to 360. |
-| __End Caps__ | Enable this option to create faces for the ends of the arch (default).
Disable this option if you know the ends are not visible to the camera (this is an [optimization strategy](workflow-edit-tips.md) that reduces the number of polygons that Unity has to render). |
-| **Smooth** | Enable this option to smooth the edges of the polygons. This property is enabled by default. |
+| __Arch Circumference__ | Set the circumference of the arch in degrees. For example, an arch of 360 degrees is circular. The default value is 180. Valid values range from 1 to 360. |
+| __End Caps__ | Enable this option to create faces for the ends of the arch (default).
Disable this option if you know the ends are not visible to the camera (this is an [optimization strategy](workflow-edit-tips.md) that reduces the number of polygons that Unity has to render). |
+| **Smooth** | Enable this option to smooth the edges of the polygons. This property is enabled by default. |
diff --git a/Documentation~/CenterPivot.md b/Documentation~/CenterPivot.md
index f95b1952a..c555fd95d 100644
--- a/Documentation~/CenterPivot.md
+++ b/Documentation~/CenterPivot.md
@@ -1,11 +1,14 @@
-#  Center Pivot
+# Center Pivot
-The __Center Pivot__ action moves the pivot point for the Mesh to the center of the object’s bounds. For example, if you move a lot of vertices on one side of your Mesh, when you try to rotate the object, it rotates around a point outside of the Mesh.
+The __Center Pivot__ action moves the pivot point for a mesh to the center of the object’s bounds. You might want to do this if you have elongated the vertices on one side of your mesh, which pushes the bounds on that side far from the original center.
-From the main menu, select **Tools** > **ProBuilder** > **Object** > **Center Pivot**.
+To center the pivot point:
-
+1. Select one or more objects.
+ > **Note:** If you have multiple objects selected, each object's new pivot point is the center of that object, regardless of the position of any other object.
+1. From the main menu, select **Tools** > **ProBuilder** > **Object** > **Center Pivot**.
+ If you are in the GameObject context, you can also right-click (macOS: **Ctrl**+click) the object and select **ProBuilder** > **Center Pivot**.
+
-
-> **Note:** If you have multiple objects selected, each object's new pivot point becomes the center of each object, regardless of the position of any other object.
+You can also set the pivot to the center of selected edges, faces, and vertices. Refer to the [Set Pivot](SetPivot.md) action for more information.
\ No newline at end of file
diff --git a/Documentation~/Cone.md b/Documentation~/Cone.md
index da5e32c36..d21a3cb51 100644
--- a/Documentation~/Cone.md
+++ b/Documentation~/Cone.md
@@ -1,4 +1,5 @@
# Cone
+
A cone is a shape that tapers from a circular (or roughly circular) base to a point. You can adjust the smoothness.

@@ -15,6 +16,6 @@ You can customize the shape of a cone with this shape-specific property:
| **Property:** | **Description:** |
-|:-- |:-- |
+| :--- | :--- |
| __Sides Count__ | Set the number of sides for the cone. The more sides you use, the smoother the sides of the cone become. The default value is 6. Valid values range from 3 to 64. |
| **Smooth** | Enable this option to smooth the edges of the polygons. This property is enabled by default. |
diff --git a/Documentation~/Cube.md b/Documentation~/Cube.md
index be5eecd59..c745132ba 100644
--- a/Documentation~/Cube.md
+++ b/Documentation~/Cube.md
@@ -1,4 +1,5 @@
# Cube
+
A cube is the default shape in ProBuilder. It is a six-sided 3D square.

diff --git a/Documentation~/Cylinder.md b/Documentation~/Cylinder.md
index 24c5c606b..60821570b 100644
--- a/Documentation~/Cylinder.md
+++ b/Documentation~/Cylinder.md
@@ -1,4 +1,5 @@
# Cylinder
+
A cylinder is a shape with long straight sides and two circular (or roughly circular) ends, like a tube. They have a radius and a height.

@@ -15,7 +16,7 @@ You can customize the shape of a cylinder with these shape-specific properties:
| **Property:** | **Description:** |
-|:-- |:-- |
+| :--- | :--- |
| __Sides Count__ | Set the number of sides for the cylinder. The more sides you use, the smoother the sides of the cylinder become. The default value is 6. Valid values range from 4 to 64. |
| __Height Cuts__ | Set the number of divisions to use for the height of the cylinder. For example, a value of 3 produces 4 faces on every side of the cylinder. The default value is 0. |
| __Smooth__ | Enable this option to smooth the edges of the polygons. This property is enabled by default. |
diff --git a/Documentation~/Door.md b/Documentation~/Door.md
index 85138c315..3ecfb35bb 100644
--- a/Documentation~/Door.md
+++ b/Documentation~/Door.md
@@ -1,4 +1,5 @@
# Door
+
The ProBuilder door shape provides a convenient door Mesh that you can set into a level wall. There are no polygons where it meets the wall, so you can place it directly into the wall.

@@ -17,6 +18,6 @@ You can customize the shape of a door with these shape-specific properties:
| **Property:** | **Description:** |
-|:-- |:-- |
+| :--- | :--- |
| __Pediment Height__ | Set the height of the top of the door frame in meters. The default value is 0.5. The minimum value is 0.01. |
| __Side Width__ | Set the width of the door frame on the sides in meters. The default value is 0.75. The minimum value is 0.01. |
diff --git a/Documentation~/Edge_Bevel.md b/Documentation~/Edge_Bevel.md
index 407198e13..60ef654f9 100644
--- a/Documentation~/Edge_Bevel.md
+++ b/Documentation~/Edge_Bevel.md
@@ -1,14 +1,25 @@
-#  Bevel (Edge)
+# Bevel Edges
-The __Bevel Edge__ action splits the selected edge(s) into two edges, with a new face between.
+To create a new face from an existing face or edge, use the __Bevel Edges__ action. If you bevel a face, all its edges create a new face. If you bevel an edge, only that edge creates a new face.
-
+
-From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Bevel Edges**.
+To bevel edges or faces:
-## Bevel Options
+1. In the **Tools** overlay, select the **ProBuilder** context.
+1. In the **Tool Settings** overlay, select either:
+ * The **Face** edit mode to bevel selected faces.
+ * The **Edge** edit mode to bevel selected edges.
+1. Select the face or edge to bevel. Hold **Shift** to select multiple faces or edges.
+1. Do one of the following:
+ * Right-click (macOS: **Ctrl**+click) on the selected face or edge and select **Bevel Edges**.
+ * From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Bevel Edges**.
+1. The **Bevel Edges** overlay opens and a new face is created.
-
+## Bevel Edges options
-To change the width of the bevel, change the __Distance__ to move the newly created edge(s) from the position of the original edge(s). This becomes the width of the new face(s).
+To change the width of the new face, change the __Distance__ value, which defines the distance in meters between the original and new bevels.
+The minimum width is `0.0001`. The maximum width depends on the original shape, because the new face has to fit within it.
+
+Select **Live Preview** to move the bevels as you change the distance value with the mouse. When **Live Preview** is off, the bevels update only when you release the mouse.
diff --git a/Documentation~/Edge_Bridge.md b/Documentation~/Edge_Bridge.md
index 696bfd1b4..d50a948c3 100644
--- a/Documentation~/Edge_Bridge.md
+++ b/Documentation~/Edge_Bridge.md
@@ -1,9 +1,30 @@
-#  Bridge Edges
+# Bridge Edges
The __Bridge Edges__ action creates a new face between two selected edges.
-By default, this action can only bridge two open edges (that is, no face on the open or free side). However, you can override this; to do so, navigate to the Preferences and enable [Allow non-manifold actions](preferences.md#bridge).
-

-You can use this action with the **Alt/Opt+B** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Bridge Edges**).
+To bridge edges:
+
+1. In the **Tools** overlay, select the **ProBuilder** context.
+1. In the **Tool Settings** overlay the **Edge** edit mode.
+1. Hold **Shift** to select the edges to bridge.
+1. Do one of the following:
+ * Press **Alt+B** (macOs: **Option**+**Shift**+**B**).
+ * Right-click (macOS: **Ctrl**+click) on the selected edge and select **Bridge Edges**.
+ * From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Bridge Edges**.
+
+## Open and closed edges
+
+By default, the Bridge Edges action bridges only open edges, which are edges that have only one face. This is because an edge that has more than two faces on the same plane is a non-manifold geometry, which can lead to errors.
+
+For example, if you have a door shape with an open archway and open external sides, by default you:
+
+* Can bridge the external sides, because those edges each have only one face - the front or back of the door.
+* Can't bridge the archway, because those edges have two faces each - the front (or back) and inside wall of the door.
+
+To bridge closed edges, from the main menu, go to **Unity** > **Settings** > **ProBuilder** and select **Allow non-manifold actions**.
+
+
+
+
diff --git a/Documentation~/Edge_Connect.md b/Documentation~/Edge_Connect.md
index f4c26bbbf..952ee4450 100644
--- a/Documentation~/Edge_Connect.md
+++ b/Documentation~/Edge_Connect.md
@@ -1,4 +1,4 @@
-#  Connect Edges
+# Connect Edges
The __Connect Edges__ action inserts an edge that connects the centers of each selected edge.
diff --git a/Documentation~/Edge_Extrude.md b/Documentation~/Edge_Extrude.md
index 47e1acb85..7876ab06d 100644
--- a/Documentation~/Edge_Extrude.md
+++ b/Documentation~/Edge_Extrude.md
@@ -1,4 +1,4 @@
-#  Extrude Edges
+# Extrude Edges
The __Extrude Edges__ action pushes a new edge out from each selected edge, connected by a new face for each edge. This action only works on open edges (that is, an edge that has no connected face on one side). However, you can override this restriction with the [Allow non-manifold actions](preferences.md#bridge) option.
diff --git a/Documentation~/Edge_FillHole.md b/Documentation~/Edge_FillHole.md
deleted file mode 100644
index 754087f22..000000000
--- a/Documentation~/Edge_FillHole.md
+++ /dev/null
@@ -1,15 +0,0 @@
-#  Fill Hole (Edges)
-
-The __Fill Hole__ action creates a new face that fills any holes that touch the selected edges.
-
-
-
-From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Fill Hole**.
-
-## Fill Hole Options
-
-
-
-Enable the __Fill Entire Hole__ option to fill the entire Mesh opening. This is the default.
-
-If you disable this option, ProBuilder tries to build a Mesh between the selected open edges. For example, if you have a missing quad, you can select two adjacent edges in order to create a triangular polygon that covers half of the hole.
\ No newline at end of file
diff --git a/Documentation~/Edge_InsertLoop.md b/Documentation~/Edge_InsertLoop.md
index a65d80a7a..2153d588b 100644
--- a/Documentation~/Edge_InsertLoop.md
+++ b/Documentation~/Edge_InsertLoop.md
@@ -1,4 +1,4 @@
-#  Insert Edge Loop
+# Insert Edge Loop
The __Insert Edge Loop__ action adds a new edge loop from the selected edge(s). An edge loop is a series of edges that are directly connected. They often encircle a 3D object and connect back at the origin point.
diff --git a/Documentation~/Edge_SetPivot.md b/Documentation~/Edge_SetPivot.md
deleted file mode 100644
index 9d8af24cd..000000000
--- a/Documentation~/Edge_SetPivot.md
+++ /dev/null
@@ -1,15 +0,0 @@
-#  Set Pivot (Edges)
-
-Use the __Set Pivot__ action to move the pivot point of this Mesh to the average center of the selected edges.
-
-You can launch this action with the **Ctrl/Cmd+J** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Set Pivot**).
-
-
-
-
-
-In this example:
-* **Left panel**: The pivot point of the door is at its bottom-left corner.
-* **Middle panel**: Two edges are selected on the opposite side, so the __Set Pivot__ action changes the pivot to the center of those top edges.
-* **Right panel**: The pivot point is now at the top right, even when in Object editing mode.
-
diff --git a/Documentation~/Edge_Subdivide.md b/Documentation~/Edge_Subdivide.md
index 35bba8662..e2b754bea 100644
--- a/Documentation~/Edge_Subdivide.md
+++ b/Documentation~/Edge_Subdivide.md
@@ -1,4 +1,4 @@
-#  Subdivide Edges
+# Subdivide Edges
The __Subdivide Edges__ action divides the selected edge(s) into multiple edges. By default, ProBuilder splits the edge in two, but in the Options window, you can set your own number of __Subdivisions__.
diff --git a/Documentation~/Entity_Trigger.md b/Documentation~/Entity_Trigger.md
index 989301637..bf065c890 100644
--- a/Documentation~/Entity_Trigger.md
+++ b/Documentation~/Entity_Trigger.md
@@ -1,4 +1,4 @@
-#  Entity type actions
+# Entity type actions
ProBuilder provides some default "entity" behaviors. These are MonoBehaviours that provide some commonly used functionality.
diff --git a/Documentation~/Face_Bevel.md b/Documentation~/Face_Bevel.md
deleted file mode 100644
index 2fb240ee2..000000000
--- a/Documentation~/Face_Bevel.md
+++ /dev/null
@@ -1,16 +0,0 @@
-#  Bevel (Faces)
-
-The __Bevel__ action performs the [Bevel Edge](Edge_Bevel.md) action on all the edges of the selected face(s).
-
-
-
-
-
-## Bevel Options
-
-
-
-To change the width of the bevel, change the __Distance__ to move the newly created edge(s) from the position of the original edge(s). This becomes the width of the new face(s).
-
-
-
diff --git a/Documentation~/Face_ConformNormals.md b/Documentation~/Face_ConformNormals.md
index 74dd32ff9..9527fecf6 100644
--- a/Documentation~/Face_ConformNormals.md
+++ b/Documentation~/Face_ConformNormals.md
@@ -1,4 +1,4 @@
-#  Conform Normals (Faces)
+# Conform Normals (Faces)
The __Conform Normals__ action sets all normals on the selected face(s) to the same relative direction.
diff --git a/Documentation~/Face_Delete.md b/Documentation~/Face_Delete.md
index 7af4e3bee..d1fef76ad 100644
--- a/Documentation~/Face_Delete.md
+++ b/Documentation~/Face_Delete.md
@@ -1,4 +1,4 @@
-#  Delete Faces
+# Delete Faces
The __Delete Faces__ replace deletes the selected face(s).
diff --git a/Documentation~/Face_Detach.md b/Documentation~/Face_Detach.md
index bc0e513b0..27ce45a77 100644
--- a/Documentation~/Face_Detach.md
+++ b/Documentation~/Face_Detach.md
@@ -1,4 +1,4 @@
-#  Detach Faces
+# Detach Faces
The __Detach Faces__ action detaches the selected face(s) from the rest of the Mesh.
diff --git a/Documentation~/Face_Duplicate.md b/Documentation~/Face_Duplicate.md
index 88f0bb6e4..542c4e8b2 100644
--- a/Documentation~/Face_Duplicate.md
+++ b/Documentation~/Face_Duplicate.md
@@ -1,4 +1,4 @@
-#  Duplicate Faces
+# Duplicate Faces
The __Duplicate Faces__ action copies each selected face and either creates a new Mesh or leaves it in the same GameObject as a sub-Mesh, depending on the default options.
diff --git a/Documentation~/Face_Extrude.md b/Documentation~/Face_Extrude.md
index 15252635c..abc43c2c1 100644
--- a/Documentation~/Face_Extrude.md
+++ b/Documentation~/Face_Extrude.md
@@ -1,33 +1,34 @@
-#  Extrude Faces
+# Extrude Faces
-The __Extrude Faces__ action creates a new face. To do this, it pulls out the currently selected face, and attaches sides to each edge.
+The **Extrude Faces** action adds a section to your mesh by moving away the selected face and adding sides to connect it to the mesh from its new position. You can then either:
-By default, each new face follows the direction of its vertex normals, but you can change this with the **Extrude By** option.
+* Move the new section farther out and in any direction to make the shape larger.
+* Inset the new section to create an interior space. For example, if you inset a face on a cube, you create a box with an open side and a false bottom.
-
+
-You can invoke this action in either way:
-
-- Select one or more face(s) and click **Extrude Faces**. By default, the distance of the extrusion is **0.5**, but you can change that with the **Distance** option.
-
- > **Tip:** You can also use this action with the **Ctrl/Cmd+E** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Extrude**).
-
-- Select one or more face(s) and then hold **Shift** while moving, rotating, or scaling the selected face(s). This method ignores the options but provides greater control, especially with the direction of the extrusion.
-
- When you use this method with the scaling control, it creates an inset.
+To extrude a face:
+1. In the **Tools** overlay, select the **ProBuilder** context.
+1. In the **Tool Settings** overlay, select the **Face** edit mode.
+1. Select the face to extrude. Hold **Shift** to select multiple faces.
+1. Do one of the following:
+ * Right-click (macOS: **Ctrl**+click) on the selected face and select **Extrude Faces**.
+ * From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Extrude**.
+1. The **Extrude Faces** overlay opens and a new face is created.
+ * By default, the new face follows the direction of its vertex normals. You can change this with the **Extrude By** option.
+ * By default, the distance of the extrusion is **0.5**. You can change this with the **Distance** option. A negative value creates an inset.
+ * You can use the Transform tools to move, rotate, or scale the new face instead of using the options in the overlay. Hold **Shift** for greater control.
## Extrude Faces Options
-These options only apply if you are using the **Extrude Faces** button or the **Ctrl/Cmd+E** shortcut.
+| **Property** | | **Description** |
+| :--- | --- | --- |
+| **Extrude By** | | When you extrude more than one face, and those faces share an edge, set how the new faces behave along the shared edge. |
+| |  **Face Normals** | Each new face follows the direction of its original face, and the faces are connected to each other. |
+| |  **Vertex Normals** | The edges of the new faces farthest from the joint edge follow the direction of the original faces. However, the faces move toward the shared edge rather than follow the original direction for their whole length. |
+| |  **Individual Faces** | Each new face follows the direction of its original face, but the faces aren't connected to each other. |
+| **Distance** | | Distance to extrude the faces(s). Use negative values to inset the face, and define inset. |
-
-| **Property:** | | **Description:** |
-| :-------------- | ------------------------------------------------------------ | ------------------------------------------------------------ |
-| **Extrude By** | | Direction for extruding each selected face. |
-| |  **Face Normals** | Use the selected face's own surface direction. Adjacent faces remain connected. |
-| |  **Vertex Normals** | Use the selected face's Vertex normals. Adjacent faces remain connected.
This is the default. |
-| |  **Individual Faces** | Use the selected face's own surface direction. However, adjacent faces do *not* remain connected. |
-| __Distance__ | | Distance to extrude the faces(s).
Both positive and negative values are valid. |
diff --git a/Documentation~/Face_FlipNormals.md b/Documentation~/Face_FlipNormals.md
index 2029de0f6..a5d5e1284 100644
--- a/Documentation~/Face_FlipNormals.md
+++ b/Documentation~/Face_FlipNormals.md
@@ -1,4 +1,4 @@
-#  Flip Face Normals
+# Flip Face Normals
The __Flip Face Normals__ action flips the normals only on the selected face(s).
diff --git a/Documentation~/Face_FlipTri.md b/Documentation~/Face_FlipTri.md
deleted file mode 100644
index 66cd6169d..000000000
--- a/Documentation~/Face_FlipTri.md
+++ /dev/null
@@ -1,15 +0,0 @@
-#  Flip Face Edge
-
-The __Flip Face Edge__ action swaps the triangle orientation on the selected face(s) with four sides. This reverses the direction of the middle edge in a quad.
-
-
-
-Use this to smooth ridges in quads with varied height corners.
-
-> **Note:** This only works on quads (four-sided polygons).
-
-This action is often called **Turn Edges** in other 3D modeling applications.
-
-
-
-From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Flip Face Edge**.
\ No newline at end of file
diff --git a/Documentation~/Face_Merge.md b/Documentation~/Face_Merge.md
index 9141de088..88aafc975 100644
--- a/Documentation~/Face_Merge.md
+++ b/Documentation~/Face_Merge.md
@@ -1,4 +1,4 @@
-#  Merge Faces
+# Merge Faces
The __Merge Faces__ action merges selected faces into a single face, and removes any dividing edges.
diff --git a/Documentation~/Face_SetPivot.md b/Documentation~/Face_SetPivot.md
deleted file mode 100644
index 81640ca61..000000000
--- a/Documentation~/Face_SetPivot.md
+++ /dev/null
@@ -1,14 +0,0 @@
-#  Set Pivot (Faces)
-
-Use the __Set Pivot__ action to move the pivot point of this Mesh to the average center of the selected faces.
-
-You can launch this action with the **Ctrl/Cmd+J** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Set Pivot**).
-
-
-
-
-
-In this example:
-* **Left panel**: The pivot point of the block tower is at the center of the entire Mesh.
-* **Middle panel**: The top faces are selected, so the Set Pivot action changes the pivot to the center of those top faces.
-* **Right panel**: The pivot point is now at the top, even when in Object editing mode.
diff --git a/Documentation~/Face_Subdivide.md b/Documentation~/Face_Subdivide.md
index f9b59504e..21548517a 100644
--- a/Documentation~/Face_Subdivide.md
+++ b/Documentation~/Face_Subdivide.md
@@ -1,4 +1,4 @@
-#  Subdivide Face
+# Subdivide Face
The __Subdivide Face__ action splits each selected face. To do this, it adds a vertex at the center of each edge and connects them in the center.
diff --git a/Documentation~/Face_Triangulate.md b/Documentation~/Face_Triangulate.md
index f88bc7947..a1259d4b1 100644
--- a/Documentation~/Face_Triangulate.md
+++ b/Documentation~/Face_Triangulate.md
@@ -1,4 +1,4 @@
-#  Triangulate Faces
+# Triangulate Faces
The __Triangulate Faces__ action reduces selected faces to their base triangles. This creates a faceted, non-smooth appearance.
diff --git a/Documentation~/FillHole.md b/Documentation~/FillHole.md
new file mode 100644
index 000000000..2ce1b7cde
--- /dev/null
+++ b/Documentation~/FillHole.md
@@ -0,0 +1,21 @@
+# Fill Hole
+
+In ProBuilder, a hole is a missing face. The **Fill Hole** action creates a face between existing edges or vertices that touch the selected hole.
+
+> **Tip:** You don't need to select all edges or vertices around a hole. Selecting only one edge or vertex is enough to fill the hole.
+
+To fill a hole:
+
+1. In the **Tools** overlay, select the **ProBuilder** context.
+1. In the **Tool Settings** overlay, select either:
+ * The **Vertex** edit mode.
+ * The **Edge** edit mode.
+1. Select an edge or vertex along the hole.
+1. Do one of the following:
+ * Right-click (macOS: **Ctrl**+click) select **Fill Hole**.
+ * From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Select Hole**.
+1. The **Fill Hole Options** overlay opens.
+ By default, ProBuilder fills the entire hole. If you want to fill only part of the hole, disable the **Fill Entire Hole** option and select the edges you want to build along.
+ For example, if you have a missing quad, and select to adjacent edges, ProBuilder creates a triangular polygon that covers half of the hole.
+
+
diff --git a/Documentation~/Freeze_Transform.md b/Documentation~/Freeze_Transform.md
index 5bc7fc605..85e0037c9 100644
--- a/Documentation~/Freeze_Transform.md
+++ b/Documentation~/Freeze_Transform.md
@@ -1,4 +1,4 @@
-#  Freeze Transform
+# Freeze Transform
The __Freeze Transform__ action sets the selected object's position, rotation, and scale to world-relative origin (**{0,0,0}**) without changing any vertex positions. That means it resets the pivot location and clears all Transform values, but doesn't change the size, shape, or location of the object in the Scene.
diff --git a/Documentation~/HandleAlign.md b/Documentation~/HandleAlign.md
index 4922a56d0..c2647390b 100644
--- a/Documentation~/HandleAlign.md
+++ b/Documentation~/HandleAlign.md
@@ -1,4 +1,4 @@
-#  Orientation
+# Orientation
The __Orientation__ action sets the orientation of scene handles when you select [objects and elements](modes.md). Click the __Orientation__ button to switch between the three states: __Global__, __Local__, or __Normal__.
diff --git a/Documentation~/Object_ConformNormals.md b/Documentation~/Object_ConformNormals.md
index 31e6fb054..f2eef0909 100644
--- a/Documentation~/Object_ConformNormals.md
+++ b/Documentation~/Object_ConformNormals.md
@@ -1,4 +1,4 @@
-#  Conform Normals (Objects)
+# Conform Normals (Objects)
The __Conform Normals__ action sets all face normals on the selected object to the same relative direction.
diff --git a/Documentation~/Object_Export.md b/Documentation~/Object_Export.md
index 9f317e34e..ffa17de16 100644
--- a/Documentation~/Object_Export.md
+++ b/Documentation~/Object_Export.md
@@ -1,4 +1,4 @@
-#  Export
+# Export
The __Export__ action [exports](workflow-exporting.md#export) the selected ProBuilder object(s) to a 3D Model file.
diff --git a/Documentation~/Object_FlipNormals.md b/Documentation~/Object_FlipNormals.md
index ddadd41eb..836fefab9 100644
--- a/Documentation~/Object_FlipNormals.md
+++ b/Documentation~/Object_FlipNormals.md
@@ -1,4 +1,4 @@
-#  Flip Normals
+# Flip Normals
The __Flip Normals__ action flips the normals of all faces on the selected object(s). This is especially useful if you want to convert an exterior-modeled shape into an interior space.
diff --git a/Documentation~/Object_LightmapUVs.md b/Documentation~/Object_LightmapUVs.md
index 9664a3ae3..77728d360 100644
--- a/Documentation~/Object_LightmapUVs.md
+++ b/Documentation~/Object_LightmapUVs.md
@@ -1,4 +1,4 @@
-#  Lightmap UVs
+# Lightmap UVs
Use the __Lightmap UVs__ action to manually generate any missing lightmap UVs. This works on each Mesh in every open scene that is missing lightmap UVs.
diff --git a/Documentation~/Object_Merge.md b/Documentation~/Object_Merge.md
index 2ab66b70c..beba780dc 100644
--- a/Documentation~/Object_Merge.md
+++ b/Documentation~/Object_Merge.md
@@ -1,4 +1,4 @@
-#  Merge Objects
+# Merge Objects
The __Merge Objects__ action merges two or more selected ProBuilder GameObjects into a single ProBuilder GameObject.
diff --git a/Documentation~/Object_Mirror.md b/Documentation~/Object_Mirror.md
index 726a4e604..2d440448b 100644
--- a/Documentation~/Object_Mirror.md
+++ b/Documentation~/Object_Mirror.md
@@ -1,4 +1,4 @@
-#  Mirror Objects
+# Mirror Objects
The __Mirror Objects__ action creates mirrored copies of objects.
diff --git a/Documentation~/Object_ProBuilderize.md b/Documentation~/Object_ProBuilderize.md
index a195fcd9b..6575a893c 100644
--- a/Documentation~/Object_ProBuilderize.md
+++ b/Documentation~/Object_ProBuilderize.md
@@ -1,4 +1,4 @@
-#  ProBuilderize
+# ProBuilderize a standard object
The __ProBuilderize__ action converts the selected object(s) into ProBuilder-editable objects.
diff --git a/Documentation~/Object_Subdivide.md b/Documentation~/Object_Subdivide.md
index 5bb2e8dab..339fe8b88 100644
--- a/Documentation~/Object_Subdivide.md
+++ b/Documentation~/Object_Subdivide.md
@@ -1,4 +1,4 @@
-#  Subdivide Object
+# Subdivide Object
The __Subdivide Object__ action divides every face on selected objects, allowing for greater levels of detail when modeling.
diff --git a/Documentation~/Object_Triangulate.md b/Documentation~/Object_Triangulate.md
index 17e8bee66..8042fed10 100644
--- a/Documentation~/Object_Triangulate.md
+++ b/Documentation~/Object_Triangulate.md
@@ -1,4 +1,4 @@
-#  Triangulate (Objects)
+# Triangulate (Objects)
The __Triangulate__ action reduces all polygons to their base triangles. This creates a sharp, faceted appearance.
diff --git a/Documentation~/Offset_Elements.md b/Documentation~/Offset_Elements.md
index 7622546c1..c2f4d3b6a 100644
--- a/Documentation~/Offset_Elements.md
+++ b/Documentation~/Offset_Elements.md
@@ -1,4 +1,4 @@
-#  Offset Elements
+# Offset Elements
The __Offset Elements__ action moves the selected element(s) according to the default values. You can change the default values with the **Offset Settings**.
diff --git a/Documentation~/Pipe.md b/Documentation~/Pipe.md
index fb965333d..f0bfdaa9d 100644
--- a/Documentation~/Pipe.md
+++ b/Documentation~/Pipe.md
@@ -1,4 +1,5 @@
# Pipe
+
The pipe shape is similar to the ProBuilder [Cylinder](Cylinder.md), but hollow. It has similar properties, but you can also specify the thickness of the pipe wall.

@@ -15,7 +16,7 @@ You can customize the shape of a pipe with these shape-specific properties:
| **Property:** | **Description:** |
-|:-- |:-- |
+| :--- | :--- |
| __Thickness__ | Set the thickness of the walls of the pipe in meters. The thicker the value, the smaller the hole becomes. The default value is 0.25. The minimum value is 0.01. |
| __Sides Count__ | Set the number of sides for the pipe. The more sides you use, the smoother the sides of the pipe become. The default value is 6. Valid values range from 3 to 64. |
| __Height Cuts__ | Set the number of divisions to use for the height of the pipe. For example, using a value of 3 produces four faces on every side of the pipe. The default value is 0. Valid values range from 0 to 31. |
diff --git a/Documentation~/Plane.md b/Documentation~/Plane.md
index 3a6712aa6..cd090ae89 100644
--- a/Documentation~/Plane.md
+++ b/Documentation~/Plane.md
@@ -1,4 +1,5 @@
# Plane
+
A plane is a four-sided 2D shape. It can be a square or a rectangle, with two dimensions (width and height) in any orientation.

diff --git a/Documentation~/Prism.md b/Documentation~/Prism.md
index f06e7765d..75b85c8c5 100644
--- a/Documentation~/Prism.md
+++ b/Documentation~/Prism.md
@@ -1,4 +1,5 @@
# Prism
+
A prism is a shape with two identical ends and flat sides. The basic ProBuilder prism is like a three-dimensional triangle, stretched along the z-axis.

diff --git a/Documentation~/Repair-and-strip.md b/Documentation~/Repair-and-strip.md
new file mode 100644
index 000000000..36a0b6945
--- /dev/null
+++ b/Documentation~/Repair-and-strip.md
@@ -0,0 +1,24 @@
+# Repair meshes and strip scripts
+
+
+
+## Repair
+
+Repair problems with ProBuilder meshes in the scene.
+
+| **Menu item** | **Description** |
+| --- | --- |
+| **Fix Meshes in Selection** | Checks for degenerate triangles and removes them. A degenerate triangle is a triangle that has collinear vertices or one where two or more vertices are occupy the same point in space. |
+| **Rebuild All ProBuilder Objects** | Rebuilds mesh representations from stored ProBuilder data for each GameObject in the scene. If you have a lot of GameObjects in a scene, this can take a while. |
+| **Rebuild Shared Indexes Cache** | Discards all shared vertex position data and rebuilds based on proximity. |
+| **Check for Broken ProBuilder References** | Checks for and repairs any missing or broken ProBuilder references in the scene. |
+
+
+## Actions
+
+Strip out ProBuilder scripts and leave only the models.
+
+| **Menu item** | **Description** |
+| --- | --- |
+| **Strip All ProBuilder Scripts in Scene** | Remove all ProBuilder scripts from all GameObjects in the scene. |
+| **Strip ProBuilder Scripts in Selection** | Remove all ProBuilder scripts from selected GameObjects. |
diff --git a/Documentation~/Scene_Information.md b/Documentation~/Scene_Information.md
index e0f8aa278..633f78e31 100644
--- a/Documentation~/Scene_Information.md
+++ b/Documentation~/Scene_Information.md
@@ -1,4 +1,4 @@
-# Scene Information
+# The Scene Information overlay

diff --git a/Documentation~/Selection_EdgeLoopRing.md b/Documentation~/Selection_EdgeLoopRing.md
new file mode 100644
index 000000000..864e7f427
--- /dev/null
+++ b/Documentation~/Selection_EdgeLoopRing.md
@@ -0,0 +1,23 @@
+# Select Edge Loop or Edge Ring
+
+To add edges to a selection, you can use the **Select Edge Loop** or **Select Edge Ring** actions:
+
+* The **Select Edge Loop** action adds edges that touch your selected edge.
+
+ 
+
+* The **Select Edge Ring** action adds edges that touch the same faces as your selected edge, but that don't touch the selected edge itself.
+
+ 
+
+To grow an edge selection:
+
+1. In the **Tools** overlay, select the **ProBuilder** context.
+1. In the **Tool Settings** overlay, select the **Edge** edit mode.
+1. Select an edge.
+1. Do one of the following:
+ * Right-click (macOS: **Ctrl**+click) and click **Select** > **Select Edge Loop** or **Select Edge Ring**.
+ * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Loop** or **Select Ring** (these option names don't include the word "Edge").
+1. The **Select Edge Ring** or **Select Edge Loop** overlay opens and the selection is expanded to match the default settings.
+ The **Iterative Selection** option is available for both actions. When you select it, the selection grows to include edges that are next to the edges it just added, and not just the edges next to the original selection.
+
diff --git a/Documentation~/Selection_FaceLoopRing.md b/Documentation~/Selection_FaceLoopRing.md
new file mode 100644
index 000000000..cfe01768c
--- /dev/null
+++ b/Documentation~/Selection_FaceLoopRing.md
@@ -0,0 +1,24 @@
+# Select Face Loop or Face Ring
+
+To add touching faces to a face you've selected, you can use the **Select Face Loop** or **Select Face Ring** actions:
+
+* The **Select Face Loop** action follows the z-axis.
+
+ 
+
+* The **Select Face Ring** action follows the x-axis.
+
+ 
+
+> **Note:** Both actions work only on quad faces (each face has four sides).
+
+To grow a face selection:
+
+1. In the **Tools** overlay, select the **ProBuilder** context.
+1. In the **Tool Settings** overlay, select the **Face** edit mode.
+1. Select a face.
+1. Do one of the following:
+ * Right-click (macOS: **Ctrl**+click) and click **Select** > **ProBuilder Slection** **Select Face Loop** or **Select Face Ring**.
+ * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Loop** or **Select Ring** (these option names don't include the word "Face").
+1. The selection is expanded. There are no settings to adjust.
+
diff --git a/Documentation~/Selection_Grow.md b/Documentation~/Selection_Grow.md
index cb0e6d9e6..c79bcfae1 100644
--- a/Documentation~/Selection_Grow.md
+++ b/Documentation~/Selection_Grow.md
@@ -1,21 +1,26 @@
-#  Grow Selection
+# Grow Selection
-The __Grow Selection__ action expands the selection outward to adjacent faces, edges, or vertices.
-
-
-
-This action is available in the [vertex, edge, and face modes](modes.md).
-
-You can use this action with the **Alt/Opt+G** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Selection** > **Grow Selection**).
+The __Grow Selection__ action expands your selection outward to adjacent faces, edges, or vertices.
+To expand the selection:
+1. In the **Tools** overlay, select the **ProBuilder** context.
+1. In the **Tool Settings** overlay, select an edit mode. All three modes support this action.
+1. Select a face, edge, or vertex.
+1. Do one of the following:
+ * Right-click (macOS: **Ctrl**+click) and click **Select** > **ProBuilder Select** > **Grow Selection**.
+ * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Grow Selection**.
+1. The **Grow Selection** overlay opens and the selection is expanded to match the default settings.
## Grow Selection Options
-
+| **Property** | **Description** |
+| --- | --- |
+| **Restrict To Angle** | Limit selection to faces at or under a certain angle from the original face. This option is only available for face selection. |
+| **Max Angle** | Set the maximum angle allowed when growing the selection. This option is only available when you use **Restrict to Angle**. |
+| **Iterative** | Adds faces that are next to faces it just added, and not just the faces next to the original selection. This option is only available when you use **Restrict to Angle**. |
+| **Live Preview** | Add faces as you change the angle with the mouse. If this option isn't active, the faces are added only when you release the mouse. |
+
+This image shows how **Restrict To Angle** changes the selection. In the top example, with no angle restriction, the selection includes all adjacent faces. In the bottom example, the selection includes only faces within 15 degrees of the original face
-| **Property:** | **Description:** |
-| --------------------- | ------------------------------------------------------------ |
-| **Restrict To Angle** | Enable this property to grow the selection only to those faces within a specified angle. |
-| **Max Angle** | Set the maximum angle allowed when growing the selection.
ProBuilder ignores this property and prevents you from editing it unless the __Restrict to Angle__ property is enabled. |
-| **Iterative** | Enable this property to grow the selection one adjacent face at a time, each time you press the **Grow Selection** button.
This property is enabled automatically (and is not editable) if the __Restrict to Angle__ property is disabled. |
+
diff --git a/Documentation~/Selection_Loop_Edge.md b/Documentation~/Selection_Loop_Edge.md
deleted file mode 100644
index 1535a595f..000000000
--- a/Documentation~/Selection_Loop_Edge.md
+++ /dev/null
@@ -1,9 +0,0 @@
-#  Select Edge Loop
-
-The __Select Edge Loop__ action selects an edge loop from each selected edge. An edge loop is a series of edges that are directly connected.
-
-> **Note:** This action only works on quads (four-sided polygons), and is only available in [edge mode](modes.md).
-
-
-
-You can use this action with the **Alt/Opt+L** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Selection** > **Select Loop**).
diff --git a/Documentation~/Selection_Loop_Face.md b/Documentation~/Selection_Loop_Face.md
deleted file mode 100644
index 6bcdee4a2..000000000
--- a/Documentation~/Selection_Loop_Face.md
+++ /dev/null
@@ -1,11 +0,0 @@
-#  Select Face Loop
-
-The __Select Face Loop__ action selects a face loop from each selected face.
-
-ProBuilder only considers faces part of a loop if they are quads (contain exactly four sides). Face loops generally run along the Z-axis, while [face rings](Selection_Ring_Face.md) generally run along the X-axis.
-
-
-
-This action is only available in [face mode](modes.md).
-
-You can use this action with the **Alt/Opt+L** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Selection** > **Select Loop**).
diff --git a/Documentation~/Selection_Rect_Intersect.md b/Documentation~/Selection_Rect_Intersect.md
index ebe0271a8..59845c962 100644
--- a/Documentation~/Selection_Rect_Intersect.md
+++ b/Documentation~/Selection_Rect_Intersect.md
@@ -1,4 +1,4 @@
-#  Rect
+# Rect
Use the __Rect__ action to choose whether drag selection should only select elements completely inside the drag rectangle, or also elements that are partially inside the the drag rectangle.
diff --git a/Documentation~/Selection_Ring_Edge.md b/Documentation~/Selection_Ring_Edge.md
index cc8a923e8..2f285d83e 100644
--- a/Documentation~/Selection_Ring_Edge.md
+++ b/Documentation~/Selection_Ring_Edge.md
@@ -1,4 +1,4 @@
-#  Select Edge Ring
+# Select Edge Ring
The __Select Edge Ring__ action selects a ring from each selected edge. An edge ring is a series of edges which share faces but are not directly connected.
diff --git a/Documentation~/Selection_Ring_Face.md b/Documentation~/Selection_Ring_Face.md
index 6a2fd723f..b0e099708 100644
--- a/Documentation~/Selection_Ring_Face.md
+++ b/Documentation~/Selection_Ring_Face.md
@@ -1,4 +1,4 @@
-#  Select Face Ring
+# Select Face Ring
Selects a face ring from each selected face.
diff --git a/Documentation~/Selection_SelectByMaterial.md b/Documentation~/Selection_SelectByMaterial.md
index 21aab0a39..de5543a1f 100644
--- a/Documentation~/Selection_SelectByMaterial.md
+++ b/Documentation~/Selection_SelectByMaterial.md
@@ -1,19 +1,25 @@
-#  Select by Material
+# Select Material
-The __Select by Material__ action selects all faces on this object that have the same Material as the selected face(s). You can also extend the selection to other GameObjects if you disable the **Current Selection** option.
+To select all the faces that use the same material as your current selection, use the **Select Material** action. For example, you might want to select all faces using a material so that you can replace that material.
-
+This action is only available in [face mode](modes.md).
-This action is useful if you want to replace all Materials on a complex object. It is only available in [face mode](modes.md).
+
-> **Tip:** You can also access this action from the ProBuilder menu (**Tools** > **ProBuilder** > **Selection** > **Select Material**).
+To select faces by material:
+1. In the **Tools** overlay, select the **ProBuilder** context.
+1. In the **Tool Settings** overlay, select the **Face** edit mode.
+1. Select a face. To select more than one material, hold **Shift** and select more faces.
+1. Do one of the following:
+ * Right-click (macOS: **Ctrl**+click) and click **Select** > **ProBuilder Select** > **Select Material**.
+ * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Material**.
+1. The **Select Material** overlay opens and the selection is expanded to match the default settings.
+ By default, ProBuilder selects matching faces from all GameObjects in the scene. To limit your selection to the current GameObject, in the **Select Material Options** overlay, select **Current Selection**.
+## Select Material Options
-## Select by Material Options
+To limit the face selection to the current GameObject, select **Current Selection**.
-Enable the **Current Selection** option to extend the selection to other faces on the currently selected GameObject(s) only. By default, this option is disabled.
+When disabled, ProBuilder selects every face that has a matching material on any GameObject in the scene.
-When disabled, ProBuilder selects every face that has a matching Material on any GameObject in the scene. This is particularly useful if you want to replace this Material with another on every GameObject in the scene at once.
-
-
diff --git a/Documentation~/Selection_SelectByVertexColor.md b/Documentation~/Selection_SelectByVertexColor.md
index d93fbb678..8ae1d8520 100644
--- a/Documentation~/Selection_SelectByVertexColor.md
+++ b/Documentation~/Selection_SelectByVertexColor.md
@@ -1,19 +1,28 @@
-#  Select by Colors
+# Select Vertex Color
-The __Select by Colors__ selects all faces on this object which have the same vertex color as the selected face. You can also extend the selection to other GameObjects if you disable the **Current Selection** option.
+To select all elements (faces, edges, or vertices) from faces that use the same vertex color, use the **Select Vertex Color** action. This action is available in the [vertex, edge, and face modes](modes.md).
-Even if the vertex color isn't currently visible (for example, if it has a Material that doesn't show colors, like the checkerboard Material), the colored faces are still selected.
+> **Note:** Selection works even on vertex colors that aren't currently visible, for example if their material shader doesn't display colors.
-
+
-This action is useful for grouping out sections of your Mesh with different vertex colors. It is available in the [vertex, edge, and face modes](modes.md).
+To select faces by material:
-From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Vertex Color**.
+1. In the **Tools** overlay, select the **ProBuilder** context.
+1. In the **Tool Settings** overlay, select an edit mode. All three modes support this action.
+1. Select an element. To select more than one color, hold **Shift** and select more elements.
+1. Do one of the following:
+ * Right-click (macOS: **Ctrl**+click) and click **Select** > **ProBuilder Select** > **Select Vertex Color**.
+ * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Vertex Color**.
+
\ No newline at end of file
diff --git a/Documentation~/Selection_SelectHidden.md b/Documentation~/Selection_SelectHidden.md
index 41625eb19..c1300e8b5 100644
--- a/Documentation~/Selection_SelectHidden.md
+++ b/Documentation~/Selection_SelectHidden.md
@@ -1,4 +1,4 @@
-#  Select Hidden
+# Select Hidden
Use the __Select Hidden__ action to determine whether ProBuilder selects or ignores hidden elements when you perform a drag-selection. Clicking the __Select Hidden__ button to switch between the two states: __On__ or __Off__.
diff --git a/Documentation~/Selection_SelectHole.md b/Documentation~/Selection_SelectHole.md
index e589ad5b0..a408fc843 100644
--- a/Documentation~/Selection_SelectHole.md
+++ b/Documentation~/Selection_SelectHole.md
@@ -1,11 +1,22 @@
-#  Select Holes
+# Select Hole
-The __Select Holes__ action selects all elements along the selected open vertex or edge. A hole is like a removed face. This action is a useful shortcut for selecting all the edges around a missing face.
+In ProBuilder, a hole is a missing face. The **Select Hole** action is a version of Grow Selection that selects all elements along an open vertex or edge.
-If you have no elements selected, this action automatically selects all holes in the selected object.
+> **Tip:** To create a face from the hole, refer to [Fill Hole](FillHole.md).
-
+
-This action also tells you how many holes exist in the Mesh. It is only available in the [vertex and edge modes](modes.md).
+To select a hole:
+
+1. In the **Tools** overlay, select the **ProBuilder** context.
+1. In the **Tool Settings** overlay, select either:
+ * The **Vertex** edit mode.
+ * The **Edge** edit mode.
+1. Select an edge or vertex along a hole. To select all the holes in the mesh at once, don't select any vertex or edges.
+1. Do one of the following:
+ * Right-click (macOS: **Ctrl**+click) select **ProBuilder Select** > **Select Hole**.
+ * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Hole**.
+1. All the edges or vertexes along the hole are selected.
+
+
-From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Hole**.
diff --git a/Documentation~/Selection_Shift.md b/Documentation~/Selection_Shift.md
deleted file mode 100644
index 0c33eea04..000000000
--- a/Documentation~/Selection_Shift.md
+++ /dev/null
@@ -1,18 +0,0 @@
-#  Shift
-
-Use the __Shift__ action to change what happens to the selection when you **Shift+Click** an element or hold **Shift** while drag-selecting. Click the __Shift__ button to switch between the three states: __Add__, __Remove__, or __Difference__.
-
-
-
-From the main menu, select **Tools** > **ProBuilder** > **Interaction** > **Toggle Drag Selection Mode**.
-
-The button displays the following to indicate what state the action is in:
-
-| **Icon mode:** | **Text mode:** | **Description:** |
-| :----------------------------------------------------------- | --------------------- | ------------------------------------------------------------ |
-|  | **Shift: Add** | __Shift+Click__ adds the selected elements to the current selection. |
-|  | **Shift: Subtract** | __Shift+Click__ removes the selected elements from the current selection. |
-|  | **Shift: Difference** | __Shift+Click__ toggles the selection: it adds unselected elements and removes selected elements. |
-
-This action is available in the [vertex, edge, and face modes](modes.md).
-
diff --git a/Documentation~/Selection_Shrink.md b/Documentation~/Selection_Shrink.md
index 5c99c071d..b3fecddd7 100644
--- a/Documentation~/Selection_Shrink.md
+++ b/Documentation~/Selection_Shrink.md
@@ -1,4 +1,4 @@
-#  Shrink Selection
+# Shrink Selection
The __Shrink Selection__ action removes the elements on the perimeter of the current selection. It performs the opposite action of the [Grow Selection](Selection_Grow.md) action.
diff --git a/Documentation~/Selection_SmoothingGroup.md b/Documentation~/Selection_SmoothingGroup.md
index 76417ba02..862de2196 100644
--- a/Documentation~/Selection_SmoothingGroup.md
+++ b/Documentation~/Selection_SmoothingGroup.md
@@ -1,4 +1,4 @@
-#  Select Smoothing Group
+# Select Smoothing Group
Use the **Select Smoothing Group** action inside the [Smooth Group Editor window](smoothing-groups.md) to select faces matching the current smoothing group.
diff --git a/Documentation~/SetPivot.md b/Documentation~/SetPivot.md
new file mode 100644
index 000000000..8573eaab0
--- /dev/null
+++ b/Documentation~/SetPivot.md
@@ -0,0 +1,20 @@
+# Set Pivot To Selection
+
+Use the __Set Pivot__ action to move the pivot point of a mesh to the average center of the selected faces, edges, or vertices.
+
+To set a pivot point:
+
+1. In the **Tools** overlay, select the **ProBuilder** context.
+1. In the **Tool Settings** overlay, select an edit mode. All three modes support this action.
+1. Hold **Shift** to select the faces, edges, or vertices to average.
+1. Do one of the following:
+ * Right-click (macOS: **Ctrl**+click) on the selected face or edge and select **Set Pivot to Selection**.
+ * From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Set Pivot To Selection**.
+
+
+
+This example sets a new pivot point in a tower made of three merged blocks:
+
+* **Left panel**: The pivot point of the tower is at the center of the entire mesh.
+* **Middle panel**: The top faces are selected. The Set Pivot action changes the pivot to the center of those top faces.
+* **Right panel**: The pivot point is now at the top.
diff --git a/Documentation~/Sphere.md b/Documentation~/Sphere.md
index ab48a3246..c2ae8818e 100644
--- a/Documentation~/Sphere.md
+++ b/Documentation~/Sphere.md
@@ -1,4 +1,5 @@
# Sphere
+
A sphere is a perfectly round 3D object. In ProBuilder, a sphere is actually an icosahedron with a minimum of 42 vertices (for 1 subdivision) shared across multiple triangles (faces). When you increase the subdivisions, the shape looks smoother, more sphere-like, but the geometry also becomes more complex. For example, with 2 subdivisions, the shape has 162 vertices; and for 5 subdivisions (the maximum), the shape has 2562 vertices.

@@ -17,6 +18,6 @@ You can customize the shape of a sphere with this shape-specific property:
| **Property:** | **Description:** |
-|:-- |:-- |
+| :--- | :--- |
| __Subdivisions__ | Set the number of times to subdivide each triangle. The default value is 3. Valid values range from 1 to 5.
The more subdivisions you create, the smoother the sphere appears. However, remember that each subdivision increases the number of triangles exponentially, which means that it uses a lot more resources to render. |
| **Smooth** | Enable this option to smooth the edges of the polygons. This property is enabled by default. |
diff --git a/Documentation~/Sprite.md b/Documentation~/Sprite.md
index d8f65bf63..f933c41ab 100644
--- a/Documentation~/Sprite.md
+++ b/Documentation~/Sprite.md
@@ -1,4 +1,5 @@
# Sprite
+
In ProBuilder, a sprite shape is a [plane](Plane.md) with all values set to 1 unit.

diff --git a/Documentation~/Stair.md b/Documentation~/Stair.md
index 7bc186c2d..876838eff 100644
--- a/Documentation~/Stair.md
+++ b/Documentation~/Stair.md
@@ -1,4 +1,5 @@
# Stairs
+
You can create straight stairs, curved stairs, long stairs, stairs with a lot of steps, wide stairs, and stairs without side polygons.

@@ -9,7 +10,7 @@ You can customize the shape of your stairs with these shape-specific properties:
| **Property:** | **Description:** |
-|:-- |:-- |
+| :--- | :--- |
| __Steps Generation__ | Select how you want ProBuilder to build steps:
- Select the **Height** method if you want ProBuilder to generate a predictable height for each step in the staircase. This means that if you increase the height of the overall size of the staircase, the number of of steps increases.
- Select the **Count** method if you want ProBuilder to generate a specific number of steps, regardless of any changes in the size of the staircase. This means that if you increase the height of the overall size of the stairs, each step becomes higher.
The default value is the **Count** method. |
| __Steps Height__ | Set the fixed height of each step on the stairs. The default value is 0.2.
This property is only available when the **Steps Generation** method is set to **Height**. |
| __Homogeneous Steps__ | Enable this option to force every step to be the exactly the same height. This is enabled by default.
This property is only available when the **Steps Generation** method is set to **Height**. |
diff --git a/Documentation~/TableOfContents.md b/Documentation~/TableOfContents.md
index 3c815664d..1704d7547 100644
--- a/Documentation~/TableOfContents.md
+++ b/Documentation~/TableOfContents.md
@@ -1,116 +1,112 @@
-* [About ProBuilder](index)
- * [What's new in ProBuilder](whats-new)
- * [Getting started](overview)
- * [ProBuilder mesh components](components)
- * [Edit modes and active contexts](modes)
- * [Tools vs. actions](tools)
- * [Installing ProBuilder](installing)
- * [Helpful links](links)
+* [Unity ProBuilder](index)
+ * [What's new in ProBuilder](whats-new) - **done**
+ * [Install ProBuilder](installing) - **done**
+ * [Getting started](overview) - **done**
+ * [ProBuilder mesh components](components) - **done**
+ * [Edit modes and active contexts](modes) - **done**
+ * [Tools vs. actions](tools) - **done**
+ * [Helpful links](links) - **done**
+ * [Glossary](gloss) - **done**
* [Interacting with ProBuilder](overview-ui)
- * [The ProBuilder menu](menu)
- * [Tool options overlays](tool-options-overlay)
- * [Scene Information](Scene_Information)
- * [Transform tools in ProBuilder](Transform_Tools)
- * [Snap to Grid](snap-to-grid)
- * [ProBuilder shortcuts](hotkeys)
-* [Creating meshes](workflow-create)
- * [New PolyShape and Edit PolyShape tools](polyshape)
- * [New Shape and Edit Shape tools](shape-tool)
- * [Arch](Arch)
- * [Cone](Cone)
- * [Cube](Cube)
- * [Cylinder](Cylinder)
- * [Door](Door)
- * [Pipe](Pipe)
- * [Plane](Plane)
- * [Prism](Prism)
- * [Sphere](Sphere)
- * [Sprite](Sprite)
- * [Stairs](Stair)
- * [Torus](Torus)
-* [Editing meshes](workflow-edit)
- * [Common editing tasks](workflow-edit-tasks)
- * [Cut tool](cut-tool)
- * [Modeling tips for novices](workflow-edit-tips)
- * [Setting vertex colors](workflow-vertexcolors)
-* [Materials, Shaders, Textures, and UVs](workflow-texture-mapping)
- * [Creating and applying Materials](workflow-materials)
- * [Mapping Textures with UVs](workflow-uvs)
- * [Smoothing hard edges](workflow-edit-smoothing)
-* [Exporting and re-importing](workflow-exporting)
-* [Action reference](ref_actions)
- * [Bevel - Edges](Edge_Bevel)
- * [Bevel - Faces](Face_Bevel)
- * [Bridge Edges](Edge_Bridge)
- * [Center Pivot](CenterPivot)
- * [Collapse Vertices](Vert_Collapse)
- * [Conform Normals - Faces](Face_ConformNormals)
- * [Conform Normals - Objects](Object_ConformNormals)
- * [Connect Edges](Edge_Connect)
- * [Connect Vertices](Vert_Connect)
- * [Delete Faces](Face_Delete)
- * [Detach Faces](Face_Detach)
- * [Duplicate Faces](Face_Duplicate)
- * [Export](Object_Export)
- * [Extrude Edges](Edge_Extrude)
- * [Extrude Faces](Face_Extrude)
- * [Fill Hole - Edges](Edge_FillHole)
- * [Fill Hole - Vertices](Vert_FillHole)
- * [Flip Face Edge](Face_FlipTri)
- * [Flip Face Normals](Face_FlipNormals)
- * [Flip Normals - Objects](Object_FlipNormals)
- * [Freeze Transform](Freeze_Transform)
- * [Grow Selection](Selection_Grow)
- * [Insert Edge Loop](Edge_InsertLoop)
- * [Inset](Face_Inset)
- * [Lightmap UVs](Object_LightmapUVs)
- * [Merge Faces](Face_Merge)
- * [Merge Objects](Object_Merge)
- * [Mirror Objects](Object_Mirror)
- * [Offset Elements](Offset_Elements)
- * [Orientation](HandleAlign)
- * [ProBuilderize](Object_ProBuilderize)
- * [ProBuilder MeshFilter component](ProBuilderMesh)
- * [Rect](Selection_Rect_Intersect)
- * [Select by Colors](Selection_SelectByVertexColor)
- * [Select by Material](Selection_SelectByMaterial)
- * [Select Edge Loop](Selection_Loop_Edge)
- * [Select Edge Ring](Selection_Ring_Edge)
- * [Select Face Loop](Selection_Loop_Face)
- * [Select Face Ring](Selection_Ring_Face)
- * [Select Smoothing Group](Selection_SmoothingGroup)
- * [Select Hidden](Selection_SelectHidden)
- * [Select Holes](Selection_SelectHole)
- * [Select Path](SelectPath)
- * [Set Collider](Entity_Trigger#Collider)
- * [Set Pivot - Edges](Edge_SetPivot)
- * [Set Pivot - Faces](Face_SetPivot)
- * [Set Pivot - Vertices](Vert_SetPivot)
- * [Set Trigger](Entity_Trigger)
- * [Shift](Selection_Shift)
- * [Shrink Selection](Selection_Shrink)
- * [Split Vertices](Vert_Split)
- * [Subdivide Edges](Edge_Subdivide)
- * [Subdivide Faces](Face_Subdivide)
- * [Subdivide Object](Object_Subdivide)
- * [Triangulate Faces](Face_Triangulate)
- * [Triangulate - Objects](Object_Triangulate)
- * [Weld Vertices](Vert_Weld)
-* [Editor window reference](ref_windows)
- * [Lightmap UV Editor window](lightmap-uv)
- * [Material Editor window](material-tools)
- * [Positions Editor window](vertex-positions)
- * [Smooth Group Editor window](smoothing-groups)
- * [UV Editor window](uv-editor)
- * [UV Editor toolbar](uv-editor-toolbar)
- * [UV drop-down menu](uv_dropdown)
- * [Actions Panel: Auto UV Mode](auto-uvs-actions)
- * [Actions Panel: Manual UV Mode](manual-uvs-actions)
- * [Vertex Colors window](vertex-colors)
+ * [The Tool Options overlay](tool-options-overlay) - **done**
+ * [The Scene Information overlay](Scene_Information) - **done**
+ * [Transform tools in ProBuilder](Transform_Tools) - **done**
+ * [Snap to Grid](snap-to-grid) - **done**
+ * [ProBuilder keyboard shortcuts](hotkeys) - **done**
+* [Create meshes](workflow-create)
+ * [Create and edit custom PolyShapes](polyshape) - **done**
+ * [Create and edit built-in shapes](shape-tool) - **done**
+ * [Arch](Arch) - **done**
+ * [Cone](Cone) - **done**
+ * [Cube](Cube) - **done**
+ * [Cylinder](Cylinder) - **done**
+ * [Door](Door) - **done**
+ * [Pipe](Pipe) - **done**
+ * [Plane](Plane) - **done**
+ * [Prism](Prism) - **done**
+ * [Sphere](Sphere) - **done**
+ * [Sprite](Sprite) - **done**
+ * [Stairs](Stair) - **done**
+ * [Torus](Torus) - **done**
+ * [ProBuilderize a standard object](Object_ProBuilderize) - **done**
+ * [ProBuilder MeshFilter component](ProBuilderMesh)
+* [Edit meshes](workflow-edit)
+ * [Modeling tips](workflow-edit-tips)
+ * [Cut tool](cut-tool)
+ * [Vertex Positions Editor window](vertex-positions)
+ * [Smooth hard edges](workflow-edit-smoothing)
+ * [Smooth Group Editor window reference](smoothing-groups)
+ * [Selection options reference](selection_ref)
+ * [Grow Selection](Selection_Grow)
+ * [Select Hole](Selection_SelectHole)
+ * [Select Face Loop or Face Ring](Selection_FaceLoopRing)
+ * [Select Edge Loop or Edge Ring](Selection_EdgeLoopRing)
+ * [Select Material](Selection_SelectByMaterial)
+ * [Select Smoothing Group](Selection_SmoothingGroup)
+ * [Select Vertex Color](Selection_SelectByVertexColor)
+ * [Shrink Selection](Selection_Shrink)
+ * [Select Path](SelectPath)
+ * [Interaction options reference](interaction-ref)
+ * [Rect](Selection_Rect_Intersect)
+ * [Toggle Handle Orientation](HandleAlign)
+ * [Toggle Select Back Faces](Selection_SelectHidden)
+ * [Toggle X Ray](Toggle_X_Ray)
+ * [Object options reference](object-ref)
+ * [Center Pivot](CenterPivot)
+ * [Conform Objects Normals](Object_ConformNormals)
+ * [Flip Normals](Object_FlipNormals)
+ * [Freeze Transform](Freeze_Transform)
+ * [Merge Objects](Object_Merge)
+ * [Mirror Objects](Object_Mirror)
+ * [Set Collider](Entity_Trigger#Collider)
+ * [Set Trigger](Entity_Trigger)
+ * [Subdivide Object](Object_Subdivide)
+ * [Triangulate (Object)](Object_Triangulate)
+ * [Geometry options reference](geo_ref)
+ * [Bevel Edges](Edge_Bevel)
+ * [Bridge Edges](Edge_Bridge)
+ * [Collapse Vertices](Vert_Collapse)
+ * [Conform Face Normals](Face_ConformNormals)
+ * [Delete Faces](Face_Delete)
+ * [Detach Faces](Face_Detach)
+ * [Duplicate Faces](Face_Duplicate)
+ * [Export](Object_Export)
+ * [Extrude Edges](Edge_Extrude)
+ * [Extrude Faces](Face_Extrude)
+ * [Fill Hole](FillHole)
+ * [Flip Face Edge](Face_FlipTri)
+ * [Flip Face Normals](Face_FlipNormals)
+ * [Insert Edge Loop](Edge_InsertLoop)
+ * [Merge Faces](Face_Merge)
+ * [Offset Elements](Offset_Elements)
+ * [Set Pivot To Selection](SetPivot)
+ * [Smart Connect (Connect Edges)](Edge_Connect)
+ * [Smart Connect (Connect Vertices)](Vert_Connect)
+ * [Smart Subdivide (Subdivide Edges)](Edge_Subdivide)
+ * [Smart Subdivide (Subdivide Faces)](Face_Subdivide)
+ * [Split Vertices](Vert_Split)
+ * [Triangulate Faces](Face_Triangulate)
+ * [Weld Vertices](Vert_Weld)
+* [Add materials, colors, and textures](workflow-texture-mapping)
+ * [Create and apply materials](workflow-materials)
+ * [Set vertex colors](workflow-vertexcolors)
+ * [Map textures with UVs](workflow-uvs)
+ * [Material Editor window reference](material-tools)
+ * [Vertex Colors window reference](vertex-colors)
+ * [UV Editor window reference](uv-editor)
+ * [UV Editor toolbar](uv-editor-toolbar)
+ * [UV drop-down menu](uv_dropdown)
+ * [Actions Panel: Auto UV Mode](auto-uvs-actions)
+ * [Actions Panel: Manual UV Mode](manual-uvs-actions)
+* [Use experimental features](experimental)
+ * [Create and edit Bezier shapes](workflow-create-bezier)
+ * [Perform Boolean operations](boolean)
+ * [Store meshes as assets](meshes-as-assets)
+* [Export and re-import meshes](workflow-exporting)
+* [Debug and troubleshoot](debug-troubleshoot-landing.md)
+ * [Debug ProBuilder](debug)
+ * [Troubleshooting](faq)
+ * [Repair meshes and strip scripts](repair-and-strip)
* [ProBuilder Preferences](preferences)
-* [Troubleshooting](faq)
-* [Experimental features](experimental)
- * [Create and edit Bezier shapes](workflow-create-bezier)
- * [Perform Boolean operations](boolean)
+ * [Lightmap UV Editor window](lightmap-uv)
* [Scripting API overview](api)
-* [Glossary](gloss)
diff --git a/Documentation~/Toggle_X_Ray.md b/Documentation~/Toggle_X_Ray.md
new file mode 100644
index 000000000..cb004b091
--- /dev/null
+++ b/Documentation~/Toggle_X_Ray.md
@@ -0,0 +1,5 @@
+# Toggle X Ray
+
+Shows hidden faces.
+
+
\ No newline at end of file
diff --git a/Documentation~/Torus.md b/Documentation~/Torus.md
index 37bf2c803..f09151056 100644
--- a/Documentation~/Torus.md
+++ b/Documentation~/Torus.md
@@ -1,4 +1,5 @@
# Torus
+
A torus is a 3D shape formed by a small circle that rotates around a bigger circle. It usually looks like a circular ring, or a donut.

@@ -15,7 +16,7 @@ You can customize the shape of a torus with these shape-specific properties:
| **Property:** | **Description:** |
-|:-- |:-- |
+| :--- | :--- |
| __Rows__ | Set the complexity of the Mesh, together with the __Columns__ value. You can enter a value from 3 to 64. The higher the value, the smoother the shape, but at the cost of more polygons to calculate. The default value is 16. |
| __Columns__ | Set the complexity of the Mesh, together with the __Rows__ value. You can enter a value from 3 to 64. The higher the value, the smoother the shape, but at the cost of more polygons (and therefore more computation). The default value is 24. |
| __Tube Radius__ | Set the radius of the tube itself in meters. The default value is 0.1. |
diff --git a/Documentation~/Transform_Tools.md b/Documentation~/Transform_Tools.md
index 9cc1f7abb..ecde79769 100644
--- a/Documentation~/Transform_Tools.md
+++ b/Documentation~/Transform_Tools.md
@@ -1,7 +1,7 @@
# Transform tools in ProBuilder
-Most of the time, you interact with ProBuilder with translation, rotation, and scaling tools in much the same way that you interact with all other GameObject types. However, ProBuilder uses a combination of [Edit modes](modes.md) and special [key combinations](hotkeys.md) to interact with portions of your mesh, such as individual faces. This allows you to manipulate your mesh in ways that are not possible with standard GameObjects and build complex meshes.
+Most of the time, you interact with ProBuilder with translation, rotation, and scaling tools in much the same way that you interact with all other GameObject types. However, ProBuilder uses a combination of [Edit modes](modes.md) and special [key combinations](hotkeys.md) to interact with portions of your mesh, such as individual faces. This allows you to manipulate your mesh in ways that aren't possible with standard GameObjects and build complex meshes.
For example, you can use the **Shift** key with the scaling and translation tools in [Face mode](modes.md) to create [insets](Face_Inset.md) and [extrusions](Face_Extrude.md).
-For an overview of working with ProBuilder, refer to [Creating Meshes](workflow-create.md), [Editing Meshes](workflow-edit.md), and [Materials, Shaders, Textures, and UVs](workflow-texture-mapping.md).
+For an overview of working with ProBuilder, refer to [Create meshes](workflow-create.md), [Edit meshes](workflow-edit.md), and [Add materials, colors, and textures](workflow-texture-mapping.md).
diff --git a/Documentation~/Vert_Collapse.md b/Documentation~/Vert_Collapse.md
index 5a1797576..fb39373dc 100644
--- a/Documentation~/Vert_Collapse.md
+++ b/Documentation~/Vert_Collapse.md
@@ -1,4 +1,4 @@
-#  Collapse Vertices
+# Collapse Vertices
The __Collapse Vertices__ action collapses all selected vertices to a single point, regardless of distance.
diff --git a/Documentation~/Vert_Connect.md b/Documentation~/Vert_Connect.md
index e64679857..9dd9deb77 100644
--- a/Documentation~/Vert_Connect.md
+++ b/Documentation~/Vert_Connect.md
@@ -1,4 +1,4 @@
-#  Connect Vertices
+# Connect Vertices
The __Connect Vertices__ action creates a new edge that connects the selected vertices.
diff --git a/Documentation~/Vert_FillHole.md b/Documentation~/Vert_FillHole.md
index fdd133c21..c7c10634f 100644
--- a/Documentation~/Vert_FillHole.md
+++ b/Documentation~/Vert_FillHole.md
@@ -1,4 +1,4 @@
-#  Fill Hole (Vertices)
+# Fill Hole (Vertices)
The __Fill Hole__ action creates a new face that fills any holes that touch the selected vertices.
diff --git a/Documentation~/Vert_SetPivot.md b/Documentation~/Vert_SetPivot.md
deleted file mode 100644
index 010bfc582..000000000
--- a/Documentation~/Vert_SetPivot.md
+++ /dev/null
@@ -1,13 +0,0 @@
-#  Set Pivot (Vertices)
-
-Use the __Set Pivot__ action to move the pivot point of this Mesh to the average center of the selected vertices.
-
-You can launch this action with the **Ctrl/Cmd+J** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Set Pivot**).
-
-
-
-
-In this example:
-* **Left panel**: The pivot point of the log is at the end corner of the cylinder.
-* **Middle panel**: The vertices on the end are selected, so the **Set Pivot** action changes the pivot to the center of those end vertices.
-* **Right panel**: The pivot point is now in the center of the cylinder end, even when in Object editing mode.
diff --git a/Documentation~/Vert_Split.md b/Documentation~/Vert_Split.md
index a038b35d7..dcff4f681 100644
--- a/Documentation~/Vert_Split.md
+++ b/Documentation~/Vert_Split.md
@@ -1,4 +1,4 @@
-#  Split Vertices
+# Split Vertices
The __Split Vertices__ action splits a vertex into individual vertices (one for each adjacent face) so that you can move the faces independently.
diff --git a/Documentation~/Vert_Weld.md b/Documentation~/Vert_Weld.md
index 7b1e371d4..e3de893c6 100644
--- a/Documentation~/Vert_Weld.md
+++ b/Documentation~/Vert_Weld.md
@@ -1,4 +1,4 @@
-#  Weld Vertices
+# Weld Vertices
The __Weld Vertices__ action merges selected vertices within a specific distance of one another. You can set this distance with the **Weld Distance** option.
diff --git a/Documentation~/debug.md b/Documentation~/debug.md
new file mode 100644
index 000000000..23f219c4e
--- /dev/null
+++ b/Documentation~/debug.md
@@ -0,0 +1,16 @@
+# Debug
+
+
+
+Change logging preferences.
+
+| **Menu item** | | **Description** |
+| --- | --- | --- |
+| **Log Output** | | Define where ProBuilder writes messages to: the Unity Console or to a log File. |
+| | **Console** | Write to the Console. |
+| | **File** | Write to a file. When you select **File**, you can also set the **Log Path** and **open** the log file. |
+| | **Log Path** | Set the log file path (select **...***). |
+| | **Open** | Open the saved **ProBuilderLog.txt** log file. |
+| **Chatty-ness** | | Define which kind of messages ProBuilder logs: Errors, Warnings, General information, Debug messages, or everything. |
+| **Clear Log File** | | Reset the saved log file. This action deletes all previously logged messages. |
+
diff --git a/Documentation~/experimental.md b/Documentation~/experimental.md
index 8e526f6e6..4fdfca1b7 100755
--- a/Documentation~/experimental.md
+++ b/Documentation~/experimental.md
@@ -1,4 +1,4 @@
-# Experimental features
+# Use experimental features
ProBuilder includes three experimental features:
diff --git a/Documentation~/geo_ref.md b/Documentation~/geo_ref.md
new file mode 100644
index 000000000..509afc991
--- /dev/null
+++ b/Documentation~/geo_ref.md
@@ -0,0 +1,39 @@
+# Geometry options reference
+
+This table lists all the geometry options you can use with a ProBuilder object, and indicates which [Edit modes](modes.md) support them.
+
+These actions are available:
+
+* From the **main menu** > **Tools** > **ProBuilder** > **Geometry**.
+* From the context menu:
+ 1. In the **Tools** overlay, set the working context to ProBuilder.
+ 1. In the **Tool Settings** overlay, select an edit mode.
+ 1. In the **Scene** view, right-click on a ProBuilder object.
+
+| **Property** | **GameObject tool context** | **Vertex edit mode (ProBuilder context)** | **Edge edit mode (ProBuilder context)** | **Face edit mode (ProBuilder context)** |
+| ---- | ---- | ---- | ---- | ---- |
+| [Bevel Edges](Edge_Bevel.md) (and faces) | | | x | x |
+| [Bridge Edges](Edge_Bridge.md) | | | x | |
+| [Collapse Vertices](Vert_Collapse.md) | | x | | |
+| [Conform Face Normals](Face_ConformNormals.md) (Faces) | | | | x |
+| [Delete Faces](Face_Delete.md) | | | | x |
+| [Detach Faces](Face_Detach.md) | | | | x |
+| [Duplicate Faces](Face_Duplicate.md) | | | | x |
+| [Export](Object_Export.md) | x | | | |
+| [Extrude Edges](Edge_Extrude.md) | | | x | |
+| [Extrude Faces](Face_Extrude.md) | | | | x |
+| [Fill Hole](FillHole.md) | | x | x | |
+| [Flip Face Edge](Face_FlipTri.md) | | | | x |
+| [Flip Face Normals](Face_FlipNormals.md) | | | | x |
+| [Insert Edge Loop](Edge_InsertLoop.md) | | | | |
+| [Merge Faces](Face_Merge.md) | | | | x |
+| [Offset Elements](Offset_Elements.md) | | x | x | x |
+| [Set Pivot To Selection](SetPivot.md) | | x | x | x |
+| [Smart Connect (Connect Edges)](Edge_Connect.md) | | | x | |
+| [Smart Connect (Connect Vertices)](Vert_Connect.md) | | x | | |
+| [Smart Subdivide (Subdivide Edges)](Edge_Subdivide.md) | | | x | |
+| [Smart Subdivide (Subdivide Faces)](Face_Subdivide.md) | | | | x |
+| [Split Vertices](Vert_Split.md) | | x | | |
+| [Triangulate Faces](Face_Triangulate.md) | | | | x |
+| [Weld Vertices](Vert_Weld.md) | | x | | |
+
diff --git a/Documentation~/getting-started.md b/Documentation~/getting-started.md
new file mode 100644
index 000000000..8b3a7945c
--- /dev/null
+++ b/Documentation~/getting-started.md
@@ -0,0 +1 @@
+# Getting Started
\ No newline at end of file
diff --git a/Documentation~/images/BevelEdges_Example.png b/Documentation~/images/BevelEdges_Example.png
old mode 100755
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diff --git a/Documentation~/images/extrude_face_normals.png b/Documentation~/images/extrude_face_normals.png
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index 000000000..7b698cd04
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diff --git a/Documentation~/images/extrude_individual_faces.png b/Documentation~/images/extrude_individual_faces.png
new file mode 100644
index 000000000..c857459c4
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diff --git a/Documentation~/images/extrude_vertex_normal.png b/Documentation~/images/extrude_vertex_normal.png
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index 000000000..3891d322b
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diff --git a/Documentation~/index.md b/Documentation~/index.md
index 48423506d..39f8e8233 100755
--- a/Documentation~/index.md
+++ b/Documentation~/index.md
@@ -1,19 +1,20 @@
-# About ProBuilder
+# Unity ProBuilder
-You can build, edit, and texture custom geometry in Unity with the actions and tools available in the ProBuilder package. You can also use ProBuilder to help with in-scene level design, prototyping, collision Meshes, and play-testing.
+Use ProBuilder to create, edit, and texture custom geometry in Unity. ProBuilder also includes a [Scripting API](api.md) so you can write C# scripts to make your own tools and customizations.
-ProBuilder also comes with a [Scripting API](api.md), so that you can write C# scripts to make your own tools and customizations.
+Use custom geometry for in-scene level design, prototyping, collision meshes, and play-testing. ProBuilder also includes a [model export feature](workflow-exporting.md) so you can edit your levels in any 3D modeling software.
-To add ProBuilder to Unity, refer to [Installing ProBuilder](installing.md).
+| **Topic** | **Description** |
+| :------------------------------ | :------------------------------- |
+| **[Subpage A](link-to-page-A)** | Summary sentence from subpage A. |
+| **[Subpage B](link-to-page-B)** | Summary sentence from subpage A. |
+| **...** | ... |
-
-
-Some of the advanced features include:
+## Additional resources
-* [UV editing and texture mapping](workflow-texture-mapping.md)
-* [Applying Vertex Colors](workflow-vertexcolors.md)
-* [Creating parametric shapes](workflow-create.md)
+- [Install ProBuilder](installing.md)
+- [Create meshes](workflow-create.md)
-In addition, the ProBuilder package includes a [Model export feature](workflow-exporting.md), which you can use to tweak your levels in any 3D modeling software.
+
diff --git a/Documentation~/installing.md b/Documentation~/installing.md
index e86a5ca1a..340586101 100755
--- a/Documentation~/installing.md
+++ b/Documentation~/installing.md
@@ -1,14 +1,18 @@
-# Installing ProBuilder
+# Install ProBuilder
-From version 3.0 and onwards, ProBuilder is only available from the Package Manager.
+From version 3.0 and later, ProBuilder is only available from the Package Manager.
+
+## Install as a package
To install this package, follow the instructions in the [Package Manager documentation](https://docs.unity3d.com/Manual/upm-ui-install.html).
+## Compatibility with Unity versions
+This version of ProBuilder is only compatible with Unity version 2019.4 and later.
## Support for scriptable render pipelines
-If you are using either the [Universal Render Pipeline](https://docs.unity3d.com/Manual/universal-render-pipeline.html) (URP) or the [High Definition Render Pipeline](https://docs.unity3d.com/Manual/high-definition-render-pipeline.html) (HDRP), you also need to import the corresponding URP or HDRP Shaders needed to display vertex colors and textures correctly.
+If you're using either the [Universal Render Pipeline](https://docs.unity3d.com/Manual/universal-render-pipeline.html) (URP) or the [High Definition Render Pipeline](https://docs.unity3d.com/Manual/high-definition-render-pipeline.html) (HDRP), you also need to import the corresponding URP or HDRP Shaders needed to display vertex colors and textures correctly.
To import these Shaders from the **Samples** section:
@@ -22,9 +26,3 @@ To import these Shaders from the **Samples** section:
The Project view now displays the support folder containing the imported files under the `Assets/Samples/ProBuilder/` folder of your project.
-
-
-## Compatibility with Unity versions
-
-This version of ProBuilder is only compatible with Unity version 2019.4 and later.
-
diff --git a/Documentation~/interaction_ref.md b/Documentation~/interaction_ref.md
new file mode 100644
index 000000000..458d90e6a
--- /dev/null
+++ b/Documentation~/interaction_ref.md
@@ -0,0 +1,18 @@
+# Interaction options reference
+
+This table lists all the interaction options you can use with a ProBuilder object, and indicates which [Edit modes](modes.md) support them.
+
+These actions are available:
+
+* From the **main menu** > **Tools** > **ProBuilder** > **Interaction**.
+* From the context menu:
+ 1. In the **Tools** overlay, set the working context to ProBuilder.
+ 1. In the **Tool Settings** overlay, select an edit mode.
+ 1. In the **Scene** view, right-click on a ProBuilder object.
+
+| **Property** | **GameObject tool context** | **Vertex edit mode (ProBuilder context)** | **Edge edit mode (ProBuilder context)** | **Face edit mode (ProBuilder context)** |
+| ---- | ---- | ---- | ---- | ---- |
+| [Rect](Selection_Rect_Intersect.md) | | | x | x |
+| [Toggle Handle Orientation](HandleAlign.md) | x | x | x | x |
+| [Toggle Select Back Faces](Selection_SelectHidden.md) | x | x | x | x |
+| [Toggle X Ray](Toggle_X_Ray.md) | x | x | x | x |
\ No newline at end of file
diff --git a/Documentation~/introduction.md b/Documentation~/introduction.md
new file mode 100644
index 000000000..f6ecaa676
--- /dev/null
+++ b/Documentation~/introduction.md
@@ -0,0 +1 @@
+# Introduction
\ No newline at end of file
diff --git a/Documentation~/menu.md b/Documentation~/menu.md
index e3cff20f1..e5786d577 100755
--- a/Documentation~/menu.md
+++ b/Documentation~/menu.md
@@ -1,174 +1,3 @@
# The ProBuilder menu
-Use the ProBuilder menu to access most of the ProBuilder editors, actions, tools, and features that are only available through this menu. For example, you can repair and debug ProBuilder, or access the experimental [Boolean operations](boolean.md).
-
-## Editors
-
-Create new shapes and open editor windows.
-
-| **Menu item** | **Description** |
-| --- | --- |
-| **New Bezier Shape** | Use the **Bezier Shape** tool to define a Bezier curve around which ProBuilder extrudes a Mesh. **Warning:** Use **New Bezier Shape** with caution. This tool is experimental and still under development. If you use this tool, it might reduce ProBuilder's stability. For more information, refer to [Bezier Shape tool](bezier.md). |
-| **New Poly Shape** | Create custom ProBuilder mesh shapes. For more information, refer to [Poly Shape tool](shape-tool.md). |
-| **New Shape** | Create new ProBuilder mesh shapes such as cylinders, arches, and stairs. For more information, refer to [Shape tool](shape-tool.md). |
-| **Open Lightmap UV Editor** | Change the settings for generating lightmap UVs. For more information, refer to [Lightmap UV Editor](lightmap-uv.md). |
-| **Open Material Editor** | Apply materials to objects or faces. For more information, refer to [Material Editor](material-tools.md). |
-| **Open Smoothing Editor** | Create smooth and rounded or sharp and hard cornered edges. For more information, refer to [Smooth Group Editor](smoothing-groups.md). |
-| **Open UV Editor** | Apply textures to objects or faces. For more information, refer to [UV Editor](uv-editor.md). |
-| **Open Vertex Color Editor** | Apply or paint vertex colors onto meshes. For more information, refer to [Vertex Colors](vertex-colors.md). |
-| **Open Vertex Position Editor** | Enter specific translation coordinates to modify vertex positions. For more information, refer to [Positions Editor](vertex-positions.md). |
-
-## Edit
-
-Edit shapes.
-
-| **Menu item** | **Description** |
-| --- | --- |
-| **Edit PolyShape** | Edit a poly shape you created with **Tools** > **ProBuilder** > **Editors** > **New PolyShape**. |
-| **Edit shape** | Edit a shape you created with **Tools** > **ProBuilder** > **Editors** > **New Shape**. |
-
-## Dimensions Overlay
-
-Show or hide the dimensions for all three axes.
-
-This overlay appears on all mesh objects, not just ProBuilder meshes.
-
-## Selection
-
-Change your selections.
-
-| **Menu item** | **Description** |
-| --- | --- |
-| **Grow Selection** | Expand the selection outward to adjacent faces, edges, or vertices. For more information, refer to [Grow Selection](Selection_Grow.md). |
-| **Select Hole** | Select all elements along the selected open vertex or edge. For more information, refer to [Select Holes](Selection_SelectHole.md). |
-| **Select Loop** | Select an edge loop from each selected edge in Edge editing mode, or a face loop from each selected face in Face editing mode. |
-| **Select Material** | Select all faces that have the same material as the selected face(s). For more information, refer to [Select by Material](Selection_SelectByMaterial.md). |
-| **Select Ring** | Select a ring from each selected edge in Edge editing mode, or a face ring from each selected face in Face editing mode. |
-| **Select Smoothing Group** | Select all faces that belong to the currently selected smoothing group. For more information, refer to [Select Smoothing Group](Selection_SmoothingGroup.md). |
-| **Select Vertex Color** | Select all faces on this object that have the same vertex color as the selected face. For more information, refer to [Select by Colors](Selection_SelectByVertexColor.md). |
-| **Shrink Selection** | Remove the elements on the perimeter of the current selection. For more information, refer to [Shrink Selection](Selection_Shrink.md). |
-
-## Interaction
-
-Interact with your selections.
-
-| **Menu item** | **Description** |
-| --- | --- |
-| **Toggle Drag Rect Mode** | To limit the drag selection to elements that are fully inside the drag rectangle, set the **Rect** action to **Complete**. For more information, refer to [Rect](Selection_Rect_Intersect.md). |
-| **Toggle Handle Orientation** | Toggle between the three orientation states for Scene handles (**Global**, **Local**, or **Normal**). For more information, refer to [Orientation](HandleAlign.md). |
-| **Toggle Select Back Faces** | Define whether drag selection selects or ignores hidden elements. For more information, refer to [Select Hidden](Selection_SelectHidden.md). |
-| **Toggle X Ray** | Show or hide any selected hidden geometry. For more information, refer to [Selection X-Ray](preferences.md#sel-xray). |
-
-**Note:** The **Toggle Drag Selection Mode** option is now in the **Tool Settings** overlay.
-
-## Object
-
-Edit a ProBuilder object.
-
-| **Menu item** | **Description** |
-| --- | --- |
-| **Center Pivot** | Move the pivot point for the mesh to the center of the object’s bounds. For more information, refer to [Center Pivot](CenterPivot.md). |
-| **Conform Object Normals** | Set all face normals to the same relative direction. For more information, refer to [Conform Normals](Object_ConformNormals.md). |
-| **Flip Object Normals** | Flip the normals of **all** faces on the selected object(s). For more information, refer to [Flip Normals](Object_FlipNormals.md). |
-| **Freeze Transform** | Set the selected object's position, rotation, and scale to world-relative origin. For more information, refer to [Freeze Transform](Freeze_Transform.md). |
-| **Merge Objects** | Merge two or more selected objects. For more information, refer to [Merge Objects](Object_Merge.md). |
-| **Mirror Objects** | Create mirrored copies of objects. For more information, refer to [Mirror Objects](Object_Mirror.md). |
-| **Pro Builderize** | Convert the selected object(s) into objects you can edit in ProBuilder. For more information, refer to [ProBuilderize](Object_ProBuilderize.md). |
-| **Set Collider** | Assign the **Collider Behaviour** script to selected objects. For more information, refer to [Set Collider](Entity_Trigger.md#Collider). |
-| **Set Trigger** | Assign the **Trigger Behaviour** script to selected objects. For more information, refer to [Set Trigger](Entity_Trigger.md). |
-| **Subdivide Object** | Divide every face on selected objects. For more information, refer to [Subdivide Object](Object_Subdivide.md). |
-| **Triangulate Object** | Reduce all polygons to their base triangles. For more information, refer to [Triangulate](Object_Triangulate.md). |
-
-## Geometry
-
-Use Vertex, Edge, and Face edit mode actions.
-
-| **Menu item** | **Description** |
-| --- | --- |
-| **Bevel Edges** | Bevel every edge on the selected face(s). For more information, refer to [Bevel](Face_Bevel.md). |
-| **Bridge Edges** | Create a new face between two selected edges. For more information, refer to [Bridge Edges](Edge_Bridge.md). |
-| **Collapse Vertices** | Collapse all selected vertices to a single point, regardless of distance. For more information, refer to [Collapse Vertices](Vert_Collapse.md). |
-| **Conform Face Normals** | Set all selected face normals to the same relative direction. For more information, refer to [Conform Normals](Face_ConformNormals.md). |
-| **Delete Faces** | Delete the selected face(s). For more information, refer to [Delete Faces](Face_Delete.md). |
-| **Detach Faces** | Detach the selected face(s) from the rest of the mesh. For more information, refer to [Detach Faces](Face_Detach.md). |
-| **Duplicate Faces** | Copy each selected face and either move it to a new mesh or leave it as a submesh. For more information, refer to [Duplicate Faces](Face_Duplicate.md). |
-| **Extrude** | Push a new edge out from each selected edge in Edge edit mode, or pull out the currently selected face and attach sides to each edge in Face edit mode. For more information, refer to [Extrude Edges](Edge_Extrude.md) and [Extrude Faces](Face_Extrude.md). |
-| **Fill Hole** | Create a new face that fills any holes that touch the selected vertices or edges. For more information, refer to [Fill Hole (vertices)](Vert_FillHole.md) and [Fill Hole (edges)](Edge_FillHole.md). |
-| **Flip Face Edge** | Swap the triangle orientation on the selected face(s) with four sides. For more information, refer to [Flip Face Edge](Face_FlipTri.md). |
-| **Flip Face Normals** | Flip the normals only on the selected face(s). For more information, refer to [Flip Face Normals](Face_FlipNormals.md). |
-| **Insert Edge Loop** | Add a new edge loop from the selected edge(s). For more information, refer to [Insert Edge Loop](Edge_InsertLoop.md). |
-| **Merge Faces** | Merge selected faces into a single face, and remove any dividing edges. For more information, refer to [Merge Faces](Face_Merge.md). |
-| **Offset Elements** | Move the selected vertex or vertices in Vertex edit mode, the selected edge(s) in Edge edit mode, or the selected face(s) in Face edit mode. For more information, refer to [Offset Elements](Offset_Elements.md). |
-| **Set Pivot To Selection** | Move the pivot point of the mesh to the average center of the selected faces. For more information, refer to [Set Pivot](Face_SetPivot.md). |
-| **Smart Connect** | Create a new edge connecting the selected vertices in Vertex edit mode, or insert an edge connecting the centers of each selected edge in Edge edit mode. For more information, refer to [Connect Vertices](Vert_Connect.md) and [Connect Edges](Edge_Connect.md). |
-| **Smart Subdivide** | Divide the selected edge(s) in Edge edit mode, or add a vertex at the center of each edge and connect them in the center in Face edit mode. For more information, refer to [Subdivide Edges](Edge_Subdivide.md) and [Subdivide Faces](Face_Subdivide.md). |
-| **Split Vertices** | Split a single vertex into multiple vertices (one per adjacent face). For more information, refer to [Split Vertices](Vert_Split.md). |
-| **Triangulate Faces** | Reduce selected faces to their base triangles. For more information, refer to [Triangulate Faces](Face_Triangulate.md). |
-| **Weld Vertices** | Merge selected vertices within a specific distance of one another. For more information, refer to [Weld Vertices](Vert_Weld.md). |
-
-## Materials
-
-Apply material presets to the selected object or element.
-
-To define presets, refer to [Material Editor window](material-tools.md).
-
-## Vertex Colors
-
-Apply Vertex Color presets to the selected object or element.
-
-To define presets, refer to [Vertex Colors window](vertex-colors.md).
-
-## Experimental
-
-Activate the [Boolean](boolean.md) experimental feature. It lets you create new meshes from intersection, union, and subtraction Boolean operations.
-
-> **Note**: This submenu is only available when you enable the [experimental features preference](preferences.md#experimental). Experimental features aren’t ready for public use, but are included for users to try out early, and report issues/feedback.
-
-## Repair
-
-Repair problems with ProBuilder meshes in the scene.
-
-| **Menu item** | **Description** |
-| --- | --- |
-| **Fix Meshes in Selection** | Checks for degenerate triangles and removes them. A degenerate triangle is a triangle that has collinear vertices or one where two or more vertices are occupy the same point in space. |
-| **Rebuild All ProBuilder Objects** | Rebuilds mesh representations from stored ProBuilder data for each GameObject in the scene. If you have a lot of GameObjects in a scene, this can take a while. |
-| **Rebuild Shared Indexes Cache** | Discards all shared vertex position data and rebuilds based on proximity. |
-| **Check for Broken ProBuilder References** | Checks for and repairs any missing or broken ProBuilder references in the scene. |
-
-
-## Export
-
-[Export selected ProBuilder Meshes](workflow-exporting.md) in various formats.
-
-| **Menu item** | **Description** |
-| --- | --- |
-| **Export Asset** | Saves the selection as a Unity mesh `.asset` files. This format is only readable in Unity. |
-| **Export Obj** | Exports the selected object(s) as `.obj` files (Wavefront OBJ format). This is a widely supported model format. It supports multiple Textures and Mesh groups. |
-| **Export Ply** | Exports the selected object(s) as `.ply` files (Stanford PLY, or Polygon File Format). This format is generally supported and very extensible. It supports quads and vertex colors, but not multiple materials. |
-| **Export Stl Ascii** | Exports the selected object(s) as ASCII `.stl` files (stereolithography, standard tessellation, or standard triangle format). This is a widely supported format, generally used in CAD software or 3D printing. It only supports Triangle geometry. |
-| **Export Stl Binary** | Exports the selected object(s) as Binary `.stl` files (stereolithography, standard tessellation, or standard triangle format). This is a widely supported format, generally used in CAD software or 3D printing. It only supports Triangle geometry. |
-
-## Actions
-
-Strip out ProBuilder scripts and leave only the models.
-
-| **Menu item** | **Description** |
-| --- | --- |
-| **Strip All ProBuilder Scripts in Scene** | Remove all ProBuilder scripts from all GameObjects in the scene. |
-| **Strip ProBuilder Scripts in Selection** | Remove all ProBuilder scripts from selected GameObjects. |
-
-
-## Debug
-
-Change logging preferences.
-
-| **Menu item** | | **Description** |
-| --- | --- | --- |
-| **Log Output** | | Define where ProBuilder writes messages to: the Unity Console or to a log File. |
-| | **Console** | Write to the Console. |
-| | **File** | Write to a file. When you select **File**, you can also set the **Log Path** and **open** the log file. |
-| | **Log Path** | Set the log file path (select **...***). |
-| | **Open** | Open the saved **ProBuilderLog.txt** log file. |
-| **Chatty-ness** | | Define which kind of messages ProBuilder logs: Errors, Warnings, General information, Debug messages, or everything. |
-| **Clear Log File** | | Reset the saved log file. This action deletes all previously logged messages. |
-
+
diff --git a/Documentation~/meshes-as-assets.md b/Documentation~/meshes-as-assets.md
index 6ae3427c9..beded6f8a 100644
--- a/Documentation~/meshes-as-assets.md
+++ b/Documentation~/meshes-as-assets.md
@@ -8,4 +8,4 @@ To change the saving method ProBuilder uses:
1. Select **Experimental Features Enabled**.
1. Select **Store Mesh as Asset**.
-> **Note:** This is an experimental feature.
\ No newline at end of file
+> **Note:** This is an experimental feature.
diff --git a/Documentation~/modes.md b/Documentation~/modes.md
index 198687443..f47f60ac1 100644
--- a/Documentation~/modes.md
+++ b/Documentation~/modes.md
@@ -2,8 +2,8 @@
You can use ProBuilder tools in two tool contexts:
-* The GameObject context, which allows you to control the entire Mesh.
-* The ProBuilder context, which allows you to control the individual elements of the mesh. The ProBuilder context is further divided into edit modes that define what you are selecting and editing:
+* The GameObject context, which allows you to control the entire mesh.
+* The ProBuilder context, which allows you to control the individual elements of the mesh. The ProBuilder context is further divided into edit modes that define what you're selecting and editing:
* Vertex Selection: Select vertices and perform detailed editing such as vertex splitting and connecting. For a complete list of actions you can perform in this mode, refer to [Vertex actions](vertex.md)
* Edge selection: Select edges and perform semi-complex geometry editing, and edge loop modeling techniques. For a complete list of actions you can perform in this mode, refer to [Edge actions](edge.md).
@@ -13,7 +13,7 @@ To change context, in the **Tools** overlay, select the **Tool Context** at the
To change edit modes within the ProBuilder context, in the **Tool Settings** overlay, select the mode.
-## The Probuilder context menu
+## The ProBilder context menu
To quickly access ProBuilder actions, right-click (macOS: **Ctrl**+click) on a ProBuilder object to open the context menu:
diff --git a/Documentation~/object_ref.md b/Documentation~/object_ref.md
new file mode 100644
index 000000000..575b6b4e4
--- /dev/null
+++ b/Documentation~/object_ref.md
@@ -0,0 +1,26 @@
+# Object options reference
+
+This table lists all the object options you can use with a ProBuilder object. These options always apply to the entire GameObject, so they're available in the GameObject context and all edit modes.
+
+
+These actions are available:
+
+* From the **main menu** > **Tools** > **ProBuilder** > **Object**.
+* From the context menu:
+ 1. In the **Tools** overlay, set the working context to ProBuilder.
+ 1. In the **Tool Settings** overlay, select an edit mode.
+ 1. In the **Scene** view, right-click on a ProBuilder object.
+
+| **Property** | **GameObject tool context** | **All edit modes**|
+| ---- | ---- | --- |
+| [Center Pivot](CenterPivot.md) | x | x |
+| [Conform Object Normals](Object_ConformNormals.md) | x | x |
+| [Flip Normals](Object_FlipNormals.md) | x | x |
+| [Freeze Transform](Freeze_Transform.md) | x | x |
+| [Merge Objects](Object_Merge.md) | x | x |
+| [Mirror Objects](Object_Mirror.md) | x | x |
+| [ProBuilderize](Object_ProBuilderize.md) | x | Doesn't apply to ProBuilder objects |
+| [Set Collider](Entity_Trigger.md#Collider) | x | x |
+| [Set Trigger](Entity_Trigger.md) | x | x |
+| [Subdivide Object](Object_Subdivide.md) | x | x |
+| [Triangulate (Object)](Object_Triangulate.md) | x | x |
\ No newline at end of file
diff --git a/Documentation~/overview-ui.md b/Documentation~/overview-ui.md
index fcdc812c8..1b82f76c6 100755
--- a/Documentation~/overview-ui.md
+++ b/Documentation~/overview-ui.md
@@ -4,7 +4,6 @@ ProBuilder objects are a type of GameObject, but ProBuilder includes tools and o
| **Topic** | **Description** |
| --- | --- |
-| [**The ProBuilder menu**](menu.md) | A reference for the ProBuilder menu in the Unity Editor's main menu. |
| [**Tool options overlays**](tool-options-overlay.md) | Access settings for ProBuilder tools. |
| [**Scene Information**](Scene_Information.md) | Display information about the selected mesh and selected elements of that mesh. |
| [**Transform tools in ProBuilder**](Transform_Tools.md) | Use the transform tools to manipulate ProBuilder objects. |
diff --git a/Documentation~/overview.md b/Documentation~/overview.md
index dcea226cd..1ef4728cb 100644
--- a/Documentation~/overview.md
+++ b/Documentation~/overview.md
@@ -2,14 +2,14 @@
You can access all of ProBuilder's editing tools and actions from:
-* The context menu (right-click) for a ProBuilder Mesh in the Scene view.
+* The context menu (right-click) for a ProBuilder Mesh in the **Scene** view.
* The Tool Settings overlay.
* The Tools overlay in both GameObject and ProBuilder context.
* **Main Menu** > **Tools** > **ProBuilder**.
-## Building and editing complex Meshes
+## Building and editing complex meshes
-ProBuilder Meshes act like regular GameObjects in Unity. You can apply Transform values to them and add components to them. They respond to the physics system, and you can animate them and attach scripts to them in order to control them. However, standard Unity Meshes are not the same as ProBuilder Meshes: you can't edit them with ProBuilder actions until you [convert them into ProBuilder objects](Object_ProBuilderize.md).
+ProBuilder meshes act like regular GameObjects in Unity. You can apply Transform values to them and add components to them. They respond to the physics system, and you can animate them and attach scripts to them in order to control them. However, standard Unity Meshes are not the same as ProBuilder Meshes: you can't edit them with ProBuilder actions until you [convert them into ProBuilder objects](Object_ProBuilderize.md).

diff --git a/Documentation~/polyshape.md b/Documentation~/polyshape.md
index 9ebe81e96..b725c3df7 100755
--- a/Documentation~/polyshape.md
+++ b/Documentation~/polyshape.md
@@ -1,4 +1,4 @@
-# New PolyShape and Edit PolyShape tools
+# Create and edit custom PolyShapes
To create custom shapes, use the **New PolyShape** tool. Draw a 2D shape with as many points as you need, then extrude it to 3D. You can continue to edit the shape once you've extruded it to make it more complex.
diff --git a/Documentation~/ref_actions.md b/Documentation~/ref_actions.md
deleted file mode 100644
index a4fddb619..000000000
--- a/Documentation~/ref_actions.md
+++ /dev/null
@@ -1,64 +0,0 @@
-# Action reference
-
-This table lists all the actions available in ProBuilder, and indicates which [Edit modes](modes.md) support it:
-
-| **Icon** | **Text** |  |  |  |  |
-| ---- | ---- | ---- | ---- | ---- | ---- |
-|  |[Bevel](Edge_Bevel.md) (Edges) | | | x | |
-|  |[Bevel](Face_Bevel.md) (Faces) | | | | x |
-|  |[Bridge Edges](Edge_Bridge.md) | | | x | |
-|  |[Center Pivot](CenterPivot.md) | x | | | |
-|  |[Collapse Vertices](Vert_Collapse.md) | | x | | |
-|  |[Conform Normals](Face_ConformNormals.md) (Faces) | | | | x |
-|  |[Conform Normals](Object_ConformNormals.md) (Objects) | x | | | |
-|  |[Connect Edges](Edge_Connect.md) | | | x | |
-|  |[Connect Vertices](Vert_Connect.md) | | x | | |
-|  |[Delete Faces](Face_Delete.md) | | | | x |
-|  |[Detach Faces](Face_Detach.md) | | | | x |
-|  |[Duplicate Faces](Face_Duplicate.md) | | | | x |
-|  |[Export](Object_Export.md) | x | | | |
-|  |[Extrude Edges](Edge_Extrude.md) | | | x | |
-|  |[Extrude Faces](Face_Extrude.md) | | | | x |
-|  |[Fill Hole](Edge_FillHole.md) (Edges) | | | x | |
-|  |[Fill Hole](Vert_FillHole.md) (Vertices) | | x | | |
-|  |[Flip Face Edge](Face_FlipTri.md) | | | | x |
-|  |[Flip Face Normals](Face_FlipNormals.md) | | | | x |
-|  |[Flip Normals](Object_FlipNormals.md) | x | | | |
-|  |[Freeze Transform](Freeze_Transform.md) | x | | | |
-|  |**Handle** (see [Orientation](HandleAlign.md)) | x | x | x | x |
-|  |[Lightmap UVs](Object_LightmapUVs.md) | x | | | |
-|  |[Grow Selection](Selection_Grow.md) | | x | x | x |
-|  |[Insert Edge Loop](Edge_InsertLoop.md) | | | | |
-| |[Inset](Face_Inset.md) | | | | x |
-|  |[Merge Faces](Face_Merge.md) | | | | x |
-|  |[Merge Objects](Object_Merge.md) | x | | | |
-|  |[Mirror Objects](Object_Mirror.md) | x | | | |
-|  |[Offset Elements](Offset_Elements.md) | | x | x | x |
-|  |[Orientation](HandleAlign.md) | x | x | x | x |
-|  |[ProBuilderize](Object_ProBuilderize.md) | x | | | |
-|  |[Rect](Selection_Rect_Intersect.md) | | | x | x |
-|  |[Select by Colors](Selection_SelectByVertexColor.md) | | x | x | x |
-|  |[Select by Material](Selection_SelectByMaterial.md) | | | | x |
-|  |[Select Edge Loop](Selection_Loop_Edge.md) | | | x | |
-|  |[Select Edge Ring](Selection_Ring_Edge.md) | | | x | |
-|  |[Select Face Loop](Selection_Loop_Face.md) | | | | x |
-|  |[Select Face Ring](Selection_Ring_Face.md) | | | | x |
-|  |[Select Hidden](Selection_SelectHidden.md) | x | x | x | x |
-|  |[Select Holes](Selection_SelectHole.md) | | x | x | |
-| |[Select Path](SelectPath.md) | | | | x |
-| |[Set Collider](Entity_Trigger.md#Collider) | x | | | |
-|  |[Set Pivot](Edge_SetPivot.md) (Edges) | | | x | |
-|  |[Set Pivot](Face_SetPivot.md) (Faces) | | | | x |
-|  |[Set Pivot](Vert_SetPivot.md) (Vertices) | | x | | |
-| |[Set Trigger](Entity_Trigger.md) | x | | | |
-|  |[Shift](Selection_Shift.md) | | x | x | x |
-|  |[Shrink Selection](Selection_Shrink.md) | | x | x | x |
-|  |[Split Vertices](Vert_Split.md) | | x | | |
-|  |[Subdivide Edges](Edge_Subdivide.md) | | | x | |
-|  |[Subdivide Faces](Face_Subdivide.md) | | | | x |
-|  |[Subdivide Object](Object_Subdivide.md) | x | | | |
-|  |[Triangulate Faces](Face_Triangulate.md) | | | | x |
-|  |[Triangulate](Object_Triangulate.md) (Object) | x | | | |
-|  |**Turn Edges** (see [Flip Face Edge](Face_FlipTri.md)) | | | | x |
-|  |[Weld Vertices](Vert_Weld.md) | | x | | |
-
diff --git a/Documentation~/ref_windows.md b/Documentation~/ref_windows.md
index af5fd4daa..2ec01cacf 100644
--- a/Documentation~/ref_windows.md
+++ b/Documentation~/ref_windows.md
@@ -1,4 +1,4 @@
-# Editor window reference
+# Editor windows reference
This section provides information on the following ProBuilder Editor [windows](overview-ui.md#pb_editors):
diff --git a/Documentation~/selection_ref.md b/Documentation~/selection_ref.md
new file mode 100644
index 000000000..01abd3762
--- /dev/null
+++ b/Documentation~/selection_ref.md
@@ -0,0 +1,28 @@
+# Selection options reference
+
+This table lists all the selection options you can use with a ProBuilder object, and indicates which [Edit modes](modes.md) support them.
+
+These actions are available:
+
+* From the **main menu** > **Tools** > **ProBuilder** > **Selection**.
+* From the context menu:
+ 1. In the **Tools** overlay, set the working context to ProBuilder.
+ 1. In the **Tool Settings** overlay, select an edit mode.
+ 1. In the **Scene** view, right-click on a ProBuilder object.
+
+These options are never available in the GameObject tool context.
+
+| **Property** | **Vertex edit mode (ProBuilder context)** | **Edge edit mode (ProBuilder context)** | **Face edit mode (ProBuilder context)** |
+| ---- | ---- | ---- | ---- |
+| [Grow Selection](Selection_Grow.md) | x | x | x |
+| [Select Hole](Selection_SelectHole.md) | x | x | |
+| [Select Face Loop](Selection_FaceLoopRing.md) | | | x |
+| [Select Face Ring](Selection_FaceLoopRing.md) | | | x |
+| [Select Edge Loop](Selection_EdgeLoopRing.md) | | x | |
+| [Select Edge Ring](Selection_EdgeLoopRing.md) | | x | |
+| [Select Material](Selection_SelectByMaterial.md) | | | x |
+| [Select Smoothing Group](Selection_SmoothingGroup.md) | | | x |
+| [Select Vertex Color](Selection_SelectByVertexColor.md) | x | x | x |
+| [Shrink Selection](Selection_Shrink.md) | x | x | x |
+
+The [Select Path](SelectPath.md) action is available only through its keyboard shortcut, and only in the Face edit mode.
\ No newline at end of file
diff --git a/Documentation~/shape-tool.md b/Documentation~/shape-tool.md
index 70cecba0f..587a9670e 100644
--- a/Documentation~/shape-tool.md
+++ b/Documentation~/shape-tool.md
@@ -1,4 +1,4 @@
-# New Shape and Edit Shape tools
+# Create and edit built-in shapes
To add built-in ProBuilder shapes, use the **New Shape** tool.
diff --git a/Documentation~/toc.yml b/Documentation~/toc.yml
new file mode 100644
index 000000000..d3663b90d
--- /dev/null
+++ b/Documentation~/toc.yml
@@ -0,0 +1,4 @@
+- name: Introduction
+ href: introduction.md
+- name: Getting Started
+ href: getting-started.md
\ No newline at end of file
diff --git a/Documentation~/tool-options-overlay.md b/Documentation~/tool-options-overlay.md
index 0a9f3366b..e8b54e8d3 100644
--- a/Documentation~/tool-options-overlay.md
+++ b/Documentation~/tool-options-overlay.md
@@ -1,8 +1,8 @@
-# Tool options overlays
+# The Tool Options overlay
-You can change settings for some ProBuilder options like extrude, collapse, and grow selection. The settings are available in the **Tool Options Overlay** for each tool.
+You can change settings for some ProBuilder options like extrude, collapse, and grow selection. The settings are available in the **Tool Options Overlay** for each tool.
-To access the tool settings:
+The **Tool Options Overlay** opens when you select a tool; if it doesn't, you can open it from the **Overlay Menu**:
1. Select a tool, for example **Main Menu** > **Tools** > **ProBuilder** > **Selection** > **Grow Selection**.
1. From the **Overlay Menu** overlay, select the corresponding action's button. For example, for the Grow Selection action, the button is **GS**.
diff --git a/Documentation~/tools.md b/Documentation~/tools.md
index 657bcdb8b..58fac69d8 100644
--- a/Documentation~/tools.md
+++ b/Documentation~/tools.md
@@ -1,6 +1,6 @@
# Tools vs. actions
-Tools provide a modal environment where you can perform complex tasks, such as creating new Meshes or defining precise cuts on an existing mesh. For example, when you create Meshes, you can use the [New Shape](shape-tool.md) tool or the [Poly Shape](polyshape.md) tool. Both of these are modal tools so that you can define dimensions and set any shape-specific properties available before ProBuilder builds the final mesh. The [Cut](cut-tool.md) tool is also modal because you have to define several points on a mesh where you want to create a new edge before ProBuilder creates the new face.
+Tools provide a modal environment where you can perform complex tasks, such as creating new Meshes or defining precise cuts on an existing mesh. For example, when you create meshes, you can use the [New Shape](shape-tool.md) tool or the [Poly Shape](polyshape.md) tool. Both of these are modal tools so that you can define dimensions and set any shape-specific properties available before ProBuilder builds the final mesh. The [Cut](cut-tool.md) tool is also modal because you have to define several points on a mesh where you want to create a new edge before ProBuilder creates the new face.
> **Tip**: To use the tools, change the Active Context to ProBuilder from the Tools overlay. When you activate a tool, its Tools overlay button is highlighted. You can click the button again to close the tool.
@@ -12,6 +12,3 @@ Actions are often only available in specific [Edit modes](modes.md), whereas too
* [Subdivide Face](Face_Subdivide.md) adds a vertex at the center of each selected face and connects them in the center.
* [Subdivide Object](Object_Subdivide.md) divides every face on the selected objects.
-For a list of tools available in this version of ProBuilder, refer to [Tools reference](ref_tools.md).
-
-For a list of actions available in this version of ProBuilder, refer to [Action reference](ref_actions.md).
diff --git a/Documentation~/workflow-exporting.md b/Documentation~/workflow-exporting.md
index 71db007e5..529949d50 100644
--- a/Documentation~/workflow-exporting.md
+++ b/Documentation~/workflow-exporting.md
@@ -1,5 +1,22 @@
# Exporting and re-importing
+
+
If you want to use a ProBuilder mesh in another program, such as a 3D modeling application, you can use the **Export** action to save it to one of the supported formats. For example, you might be using a ProBuilder mesh as a placeholder while greyboxing, but eventually want to create or enhance a complex mesh.
You can also export your ProBuilder mesh to the Unity `.asset` format and re-import it to use as a Prefab or spawn it in the scene.
diff --git a/Documentation~/workflow-uv-landing.md b/Documentation~/workflow-uv-landing.md
new file mode 100755
index 000000000..bf52c1227
--- /dev/null
+++ b/Documentation~/workflow-uv-landing.md
@@ -0,0 +1,26 @@
+# Materials, Shaders, Textures, and UVs
+
+In Unity, [materials](https://docs.unity3d.com/Manual/class-Material.html) allow you to specify which shader to use on a Mesh. [Shaders](https://docs.unity3d.com/Manual/Shaders.html) perform a set of calculations that tell Unity how to render (draw) your Meshes based on properties specific to that shader.
+
+You can apply materials to make your floor look like it's made of tile, wood, stone, or anything else that you want. ProBuilder allows you to [apply a material](workflow-materials.md) to the entire Mesh, or only on selected faces. This allows you to provide more realistic-looking surfaces during game play or while grey-boxing. For example, you might decide to use tiles on the floor, brick on some walls, and stone on others.
+
+
+
+Some materials use [Textures](https://docs.unity3d.com/Manual/Textures.html), which are bitmap images (for example, Unity can import BMP, JPEG, PNG, and most standard 2-dimensional image formats). Unity projects these images on the surfaces of your Mesh to achieve a more realistic result.
+
+The Mesh stores the texture mapping data as UVs. These are 2D fold-outs of the actual 3D Mesh, as if you peeled back the skin of an object and laid it out flat, like the image below.
+
+
+
+UV coordinates (also sometimes called texture coordinates) are references to specific locations on the image. They only use two dimensions (u,v). Texture mapping is the list of 2D UV coordinates mapped to their 3D vertex counterparts on the surface in three dimensions (x,y,z). This mapping tells Unity exactly how and where to project the image on the Mesh.
+
+> **Note:** For more in-depth information on these concepts and the relationship between rendering and GameObjects in Unity, see [Materials, Shaders & Textures](https://docs.unity3d.com/Manual/Shaders.html) in the Unity User Manual.
+
+The [Smooth Group editor](workflow-edit-smoothing.md) lets you smooth the seams on portions of your Meshes and leaves others sharper. This can be very useful when creating organic Meshes, such as terrain objects.
+
+For [Materials containing Textures](workflow-materials.md#texmat), you can use ProBuilder's [texture mapping](workflow-texture-mapping.md) to fine-tune the appearance. For example, if you apply a brick material to a wall, you can adjust the offset, rotation, and tiling of the object's UVs.
+
+
+
+This image shows the Textures before adjustments on the left and after adjustments on the right. On the right, the brick Texture is scaled down and tiled on the wall Mesh, and the wooden Texture is rotated to match the alignment of the signpost Mesh, so that the grain appears to be moving in a natural direction. The grass Texture on the right has been repositioned and [smoothed](smoothing-groups.md).
+
diff --git a/Documentation~/worlkflow-uvs-landing.md b/Documentation~/worlkflow-uvs-landing.md
new file mode 100644
index 000000000..196bb077f
--- /dev/null
+++ b/Documentation~/worlkflow-uvs-landing.md
@@ -0,0 +1 @@
+# Lightmap UVs and UVs
\ No newline at end of file