Fig. 1 The operator when a vertex is active.
Vertices can be activated with any Pointing Mode, but they are
available only when the
Points and
Verticesvisibility
options are both active. You may also wish to keep the
Normalsvisibility option, because in this way you will be able to see the normal vector
assigned to the active vertex.
Activating a vertex will show:
Handles
is active. Such handles are shown as white dots connected both to the vertex and to the edge by means of a gray line.
Normals visibility
option.In order to switch between Translate, Rotate and Scale you can use the standard buttons in the main Unity Toolbar:
Fig. 2 Unity Tools Toolbar.
Translate, Rotate, Scale and the combo Translate+Rotate+Scale are supported.! The tool will answer correctly also to your choice about Global or Local transform. The Pivot/Center option is instead ignored.
While a vertex is active, you will also have more GUI controls on your Dynamic Menus Area:



Edge Elasticities Controls: control the way in which edges answers
to vertex movement; there are four different elastic behavior, and they are explained in one of the next sections. 

Edge Auto-Normal Controls: control the way in which edges normals
are updated after a vertex is moved; there are two different auto normal behavior, and they are explained in one of the next sections.
Normal is selected.

Editing Normal X-Y-Z Buttons : correct the direction of the Normal
by aligning it to the x, y, z directions. Left-Right (X Button), Up-Down (Y Button), Backward-Forward (Z Button) directions are respectively chosen depending on the actual normal orientation. It will rotate both the normal and the handles. Each Button will automatically become active even if you manually align the normal direction with one of their directions (in the image, the y button is active because the Editing Normal is the up direction).