---
title: "Set up UV mapping"
content_type: tutorial
url: "https://learn.unity.com/tutorial/setup-uv-mapping?language=en"
language: en
difficulty: foundational
duration_minutes: 35
supports_all_unity_versions: true
last_updated: "2026-10-06T19:49:46.000Z"
---

# Set up UV mapping

Learn how to set up UV mapping in Unity using ProBuilder to control how textures wrap onto geometry.

In this tutorial, you'll learn how to set up UV mapping using ProBuilder.

## 1. Check the current UV mapping

While modeling, you may find that some parts of the object have uneven textures. For this step create a cylinder using the **New Shape** tool.

![](https://connect-mediagw.unity.com/h1/20240628/learn/images/c97e6429-c9ea-42ca-b67a-ee2187c19e28_image76.png)

To fix this, you first need to flatten the faces evenly to build a neat 3D model. Select the **UV Editor** tool in the **ProBuilder** window to open the **UV** **Editor** window.

![](https://connect-mediagw.unity.com/h1/20240628/learn/images/430003d7-761f-409d-9bd3-d9a6b8f6ead0_image52.png)

 Select the shape and then the faces one by one from the **UV Editor** window.

![](https://connect-mediagw.unity.com/h1/20240628/learn/images/c84dd06d-abb9-4bc2-8827-ae324f7f4db2_image53.png)

## 2. Automatically flatten the UV

The UV Mode is set to automatic by default. Change the properties in the **Actions** panel in the **UV Editor** window to flatten the faces evenly.

![](https://connect-mediagw.unity.com/h1/20230422/learn/images/a2c899c4-52ec-43d2-8d5b-54e7d3a8e7b3_F03.gif)

Select all the faces and change the **Fill Mode** and **Anchor** to adjust them. The properties of the **Fill Mode** are as follows:

- **Fit**: adjusts the size to fit the Texture area while maintaining the aspect ratio of the surface.
- **Tile**: tiles the texture evenly throughout the object.
- **Stretch**: expands or shrinks surfaces to fit precisely into the Texture area.

![A cylinder with an evenly spread texture](https://connect-mediagw.unity.com/h1/20230422/learn/images/a0bcb8fe-10f9-4221-8d88-9c884cea8960_F03.png)

Other than that, you can adjust the properties of **Rotation** or **Tiling** in the **Actions** panel to fit the shapes to your desired UV form.

## 3. Manually flatten the UV

![Objects with unstable UV maps due to many operations](https://connect-mediagw.unity.com/h1/20230422/learn/images/63a98481-b87d-4408-9f15-c4b6b053f0b3_F04.png)

Now, let’s flatten the UV map of the model you completed in the **Building with Tools** tutorial. Open the UV map using the **UV Editor** window.

![UV map is scattered here and there](https://connect-mediagw.unity.com/h1/20230422/learn/images/8cbba51f-1054-4e18-b320-060768001c33_F05.png)

![](https://connect-mediagw.unity.com/h1/20230422/learn/images/70960a11-f4fc-4c49-85b6-bfb1178994cd_F06.gif)

Select all and then select **Convert to Manual**, then assign a proper **Project UV** for the model:

- **Planar**: apply UV mapping to the object as if you were looking at it from a single point of view.
- **Box**: apply UV mapping to the object as if you were looking from each side of a cube.

![Object with somewhat even UVs](https://connect-mediagw.unity.com/h1/20230422/learn/images/54a7c303-0fbd-4f32-9c1a-89535835f181_F06.png)

Select **Fit UVs** at the bottom of the **Actions** panel to set it so the texture adequately fits on one side. It's helpful to use the **Flip Horizontal** and **Flip Vertical** together, which changes the directions. What is important here is that if multiple surfaces are selected, they are adjusted to fit the texture based on the selected size, so run **Fit UVs** with a single selection to avoid that.

![Specify Fit UVs for each by selecting single or multiple selections depending on the situation.](https://connect-mediagw.unity.com/h1/20230422/learn/images/cd8283a2-f18d-4867-bccd-0e41460cb9b9_F07.gif)

![Model with beautifully spread UV on each side](https://connect-mediagw.unity.com/h1/20230422/learn/images/d56b4dfe-f6bf-4588-a4c5-3e9eac2d42de_F08.png)

**Note**: The manual UV method is used to specifically map UVs, not when tiling an object.

Refer to the [official manual](https://docs.unity3d.com/Packages/com.unity.probuilder@5.0/manual/uv-editor.html) to learn more about the **UV Editor** tool's features.

## 4. Edit the UV maps directly in the Scene view

![Roof texture turned 90 degrees from the other side](https://connect-mediagw.unity.com/h1/20230423/learn/images/43e5238a-eb4e-4840-ba88-0e768063ddf7_F09.png)

Sometimes it can be easier to edit the UV maps of a certain face directly in the **Scene** view after working in the **UV Editor** window. In cases like this, you can turn on the **UV Manipulation** tool inside the **UV Editor** window.

![](https://connect-mediagw.unity.com/h1/20230423/learn/images/55724259-b3c0-4627-9b06-62e283e00823_F10.png)

First, select the face you want to work in, and when you select the **UV Manipulation tool**, the gizmos in the **Scene** view will change, as well their colors. You can now set up UV mapping in real time by controlling the gizmos.

![](https://connect-mediagw.unity.com/h1/20230423/learn/images/fabb8cdf-869f-405a-90f8-0dbb71846e5e_F11.gif)
