One Click UV – Auto UV Unwrap

blenderustad in Modeling


Requirements

Blender 4.2.0 or newer. The developers own validation notes record testing specifically on Blender 5.2.0 LTS.

Install

Blender Preferences to Add-ons to Install from Disk, select the ZIP, enable One Click UV, then restart Blender.

First use

Select a mesh in Object Mode, open the N-panel to One Click UV tab, and either click Auto UV (automatic detection) or pick Round Objects, Flat Objects or Clothes directly. Toggle Selected objects only off to process every eligible mesh in the current scene instead.

Every panel and setting

  • Selected objects only: limits the batch to your current selection; off processes all visible, editable meshes in the scene.
  • Auto UV / Round Objects / Flat Objects / Clothes: the four run buttons. Auto UV uses the Advanced mesh-type setting; the other three force that engine directly.
  • Advanced settings (expand with the arrow): Round shape (Auto-detect, Head, Cylinder, Sphere, Torus, Wheel/Pipe/Cutaway, Generic), Head front/up world-direction overrides, Mesh type, Priority (Less stretch / Balanced / Fewer seams), Parts (initial chart target), Mirror matching seams, Island margin, Time limit, UV map name, Texture size, Bake padding.
  • Live Auto UV: Start/Pause/Resume/Stop the background watcher; Clear waiting objects; Retry failed objects; Review textures before re-baking any that gained UV-dependent materials mid-session.
  • Run details: opens a popup listing skipped objects and why, failures and their reasons, and any automatic repairs.
  • Restore before transfer: appears on an object that has a saved pre-transfer backup; restores its original mesh, UVs and materials.

Presets explained

  • Round Objects: for heads and round/cylindrical/toroidal primitives, using the geometric chart solver.
  • Flat Objects: topology-based charts for panels and angular hard-surface props, with validation and fallback.
  • Clothes: minimal-piece garment charts with short opening cuts.

Existing-texture dialog

When any selected object already has UV-dependent materials, a dialog offers Keep (new UV map becomes active in the editor; existing materials keep using the original UV map), Skip (leave those objects out of this run), or Transfer (bake supported materials onto the new layout as separate images/materials; unsupported shader setups are automatically skipped and listed).

Limits

This is geometric recognition, not universal anatomical or mechanical understanding. Unusual topology, closed/featureless heads, or heavily asymmetric meshes may still need the Head override, explicit Front/Up directions, or manual seams. Complex non-primitive props fall back to validated generic charts and can end up with more islands. Local distortion can remain around fine detail even when average stretch is low. Only Blender 5.2.0 LTS is covered by the developers published validation notes, against a declared minimum of 4.2.0.

Performance tips

  • Leave Keep selected unless you specifically need a bake. Transfer is the slower path since it runs texture baking synchronously.
  • Raise the Time limit for very dense single objects rather than lowering Parts, to avoid cutting a solve short.
  • Use Selected objects only on large scenes so a batch run does not pick up background geometry you do not need unwrapped.

Troubleshooting

"Restart Blender to finish updating" message in the panel - an older version of the UV engine is still loaded in memory after an update. Save your scene and restart Blender; this is a deliberate safety check, not a bug.

A heads face looks cut up or over-fragmented - try Advanced to Round shape to Head explicitly, and set Front/Up if the models orientation is unusual. Very low-poly or closed/featureless heads may need manual seams for the final pass.

UV islands look overlapping after a run - this should not happen since results are validated before being applied; if you see it, check Run details for a Failed or Repaired entry on that object and use Restore if a transfer was involved.

Existing texture/material changed unexpectedly - you likely chose Transfer in the existing-texture dialog. Use Restore before transfer on the object to revert to the original mesh and materials.

A batch run seems slower than expected - Transfer mode bakes synchronously per object; switch affected objects to Keep if you do not need a new baked texture.

Live Auto UV is not updating an object - check Run details/Live details for a failure reason, and use Retry failed; geometry changes mid-solve or objects hidden during editing are skipped by design, not silently dropped.

$17

Have questions about this product?
Login to message

Details
Blender Extension Compatible Yes
Published about 9 hours ago
Blender Version 3.2 - 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL