BuildR 1.0 has been depreciated.
The new version of BuildR is on the Asset Store here!
** [RELEASED] BuildR 3 - Procedural Building and City Generator **
Check out the new website if you’ve not had a chance yet…
https://b.uildr.com/
Wow excellent!! I looked at the video of presentation and the tutorial, I do not see for what we could ask furthermore!
Put some screenshots in your first post, it will tempt many more persons to look at your asset!
And it is really worth it I think
Yes, indeed! It looks very smooth and easy on the tutorial and you described it very well, too.
I will probably purchase this at the end of the month! However, to be honest, a price of 100 dollars (without the discount) seems to be a bit too much as you are already talking about increasing the price as more features will be added.
Hi does this asset allow creation of interiors to?
Thanks
@ogier - that’s a good idea - thanks!
@unitylover2012 - I’m not planning on doing interior creation - I think this will remain an external only generator
(Update: interior generation was added with version 1.0!)
An big oblivion .
Erm, what?
Am I missing a cultural reference here or something…?
Nice extension kit, Btw how many various buildings are there in the kit what are the texture sizes used
Thanks. I include three examples at the moment (the attached screenshots) but it’s open to making what you want. The included textures are mostly 1024*1024, with some doors and windows being smaller. BuildR is completely open for you to use your own textures though and supports anything up to 4096 like Unity3D.
on edit i want to hide wireframe of mesh.
EditorUtility.SetSelectedWireframeHidden (h.renderer, true);
works for other meshes but does not work for buildingr procedural meshes. can you check it?
Hi atmuc,
Sorry for the delay in replying - I need to set up an email notification for this thread!
It works I think
Add this to OnSceneGUI method of BuildrEditModeEditor
EditorUtility.SetSelectedWireframeHidden(editMode.model.renderer, true);
I’ll look to add that as an option in the BuildR GUI - it’s a good idea…
thanks. i build my first building very fast and easy. when do you plan to add door to building?
it would be faster to enter floor count and floor height. using roof position is not easy to use.
i get following error on lightmap generation. can you check it?
Primary UV set on is incorrect and the secondary UV set is missing. Lightmapper needs UVs inside the [0,1]x[0,1] range. Skipping this mesh…
Choose the ‘Generate Lightmap UVs’ option in the Mesh Import Settings or provide proper UVs for lightmapping from your 3D modelling app.
UnityEditor.DockArea:OnGUI()
Does this work at runtime, too? Or just in the editor?
Edit: Ahh, just found that in the FAQ. If you get it working at runtime, I could see myself buying this for sure!
Hey atmuc,
Thanks for your feedback. I’m close to completing the next patch but it doesn’t include doors. They are planned for the next patch. Do you have any specific needs for how doors are created. I was thinking it would be similar to windows in that you choose a height, width and depth. You would also choose a position based on the percentage from left to right on the facade design. It would block out the windows conflicting with it. Any feedback could change it to work how you want it to at this point…
I’ll look to add a height value box so you can enter this as well as the in scene arrows.
Regarding the lightmapping - thanks. I didn’t know lightmaps needed uvs in the 0-1 range. I’ll look into providing fixes/workflows for this but essentially the packed models would only work with lightmapping right now…
Jasper
this is my suggestion;
each facade there should be an item array. an item can be door, window, building probe like flag, gargoyle, sculpt. an item has these parameters;
(left, right, upper, lower) pad amount or alignment(top,center, bottom, repeat count (0 is fill the rest) think like html table. it is hard to sync all rows so do not try to implement it. we can adjust column sync. i can add 2 windows, a door, 3 windows for the first floor, then i can add 6 windows to the second floor. i can set padding and cause all windows on a column.
Great product. And it really is as simple as simple to use as it looks
Looking forward to the updates as well
0.6 Release coming shortly
Price will be going up so buy 0.5 now to save yourself some money!
Scrap that - it only took about 30 minutes to get through the sub process!! 0.6 is live!
Release notes
Export buildings to FBX now available!
Export simple building colliders
Can export to a prefab now
Export GUI/Function improved
Floorplan volume editing can now merge and split volumes
Minor bugfixes and changes
@atmuc - thanks, that’s great feedback.
@Linus - thanks! Awesome. Don’t forget you leave a review!
Cleaning up leaked objects in scene since no game object, component or manager is referencing them
Material has been leaked 1 times.
Mesh has been leaked 1 times.
Shader wants tangents, but the mesh doesn’t have them
UnityEditor.DockArea:OnGUI()
It show this 2 warning, anybody can help me? thx
I am using unity 4.1.3
I think the problem is when i use normal map inside your plugin.
It will show this two warning
This plugin is great, but the website is being annihilated in spam