Automatic pivot generation to place objects better on the ground
Automatic Object Ghost creation
Custom Object Ghost material
Support for multiple mesh renderer in one prefab
Support for prefabs with rigidbodies
Place distance limit
Object snap rotation
Custom snap angle
Automatic object rotation to face camera
More Features:
Editor Scripts to create list of objects that can be placed at runtime
Object selector
Object selection UI with animations
C# interface to create your custom object selection menus that work with Object Selector
Asset preview image creator Tool
The asset also comes with both an online and an offline api documentation, a component manual and a getting started guide that shows how to integrate the build system in your game.
Before you dowload the asset take a look at the online manual and the getting started guide to see how easy and fast is integrating this system in your game.
Well, if all features are indeed working then I’m an instant fan. I mean feature-packed build systems are usually very pricey, and your asset is free.
If you don’t like something or you need to add your own features you can just edit the source code of the asset, it is only composed by Unity C# scripts.
By the way let me know if you like the asset or if you find any issues.
I like the workflow with the Placer+Selector+UI components. However, in a real world scenario, the asset is not yet very useful, since skinned meshes are not supported.
Thank you for your feedback. At the begining the skinned mesh support was a planned feature for the first version but I decided to posticipate it to future versions because I had to decide if updating this asses was worth the time since it is 100% free. At the moment the asset is going well with more downloads than what I expected so the skinned mesh support is in my todo list.
Ricky, with skinned mesh support you’d become the star of the asset store. I mean these build systems (runtime or not) are usually overpriced and sometimes bloated.
I love this simplistic approach and would gladly pay around $10 for skinned mesh support.
I’m really happy that you like my asset and that you would pay for skinned mesh support.
As soon as I can I’ll improve some current features like “ghost” creation because I want to try to make them faster at runtime, the skinned mesh support will also be added in this try.
I’m also planning to put everything on github for people that want faster releases because asset store certification can take a lot of time. This doesn’t mean that I remove the asset from asset store (I’ll keep updating the asset store package) but that you can get releases as soon that they are ready without waiting that they pass the asset store certification.
I have good news: currently I’ve created a repository on github for my asset. I’ve also ready a new version of Build System with a new and faster way of creating ghost objects and skinned mesh support. Both this features have not been tested a lot, if you want to help me [download the preview package](http:// Unity5-Build-System/Release/BuildSystem_2.0.0-Pre.unitypackage at v2.0.0-alpha · rickycorte/Unity5-Build-System · GitHub). Note that there is no documentation/manual ready for this version but there aren’t big changes in asset setup.
Complete list of changes:
Ghost creation moved in editor to make build faster with less impact on cpu and ram usages
Per object ghost material support
Editor tool to set a ghost material to every object or only to the ones that don’t have one
Skinned mesh support
Example woman mesh included for tests
Removed complex mesh script
Removed material field in placer settings (has been moved to item)
Removed some old APIs, this could lead to compatibility issues in games using v1.0.0
The test phase is going to be longer that what I had planned, I want to add a new cool feature that will help asset users to spend less time in Build Item creation.