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  • Published 31 Jul 2023

Inability to select individual UVs with Sync UVs enabled

At the moment, it's not possible to select an individual UV in the UV editor while UV Sync Selection is enabled, as trying to select an individual UV will also select all of the UVs that share the same vertex.

Now, I think I understand why this is - that Meshes don't have the concept of per-face-vertex selections - but when working with complex UV layouts that have many small islands that need to be precisely tweaked (Which is very common in low-poly pixel-art work), it becomes an absolute nuisance having to constantly enable and disable Sync mode if I'm trying to find where a small trim island has got to. Especially since enabling/disabling sync mode isn't symmetrical; as disabling it will then go back to the behavior of hiding any unselected subobjects, so I then have to go and select all on the mesh again to get back to where I was, completely breaking my flow.

While there are some alternative options to help with this issue, the ideal solution to this would be to allow individual UV selection while sync mode is active, as the ability to select components on the mesh to see where they are in the UV map is a really helpful tool and makes for a very good workflow.

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Development Status: Open

Upvote 7 Downvote 1
NickLondon
31 Jul 2023

1 Comment

macikacaj

Totally agree. I'm working in game development creating mostly low poly meshes and always turn UV Sync on and off and it's totally frustrating. Especially when I need to tell my MODOnaut colleagues why..

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