PWB provides you with a comprehensive set of tools for placing and editing objects.
Prop Placement Tools Pin Tool: Place one object at a time. provides you with shortcuts to quickly rotate or scale the object from different points, including the corners of its bounding box. Brush Tool: Place large amounts of randomly scattered objects. Great for painting Foliage (details, trees, rocks). Gravity Tool: Physics-based placing tool. It allows you to add objects to the scene in a more organic and natural-looking way. Line Tool: Place objects along a Bezier path. Great for creating fences easily. Shape Tool: Place objects along a shape (Circle, triangle square or polygon). Tiling Tool: Place objects arranged in a grid. Ideal for creating floor and walls. Replacer: Replaces objects circled around the cursor with prefabs from the selected brush. Eraser: Erase objects as in a drawing editor.
Selection Tools Selection Tool: It adds handles to the vertices of the bounding box of selected objects. Extends and complements the functionality of the unity transform controls. Allows you to rotate and scale the selection from the corners and midpoints of the selection bounding box, and from a custom local point. Extrude Tool: Creates copies of the selected objects in the direction defined by the handle. Mirror Tool: Create a mirrored copy of selected objects.
Grid and Snapping Tools
Helps you build modular environments.
Interesting, Iāll keep that in mind for a future release, although it doesnāt seem like an easy feature to implement, especially since there are so many ways to flatten the ground.
Anyway, when placing buildings, you can turn on the āEmbed to surfaceā option in the brush properties. Itās not the same but at least it doesnāt leave the corners or bottom edges exposed.
Woah, that looks amazing! It seems very close to the tools Cities Skylines + mods offers for building cities, which IMO is a great scene building toolset (mainly due to many great mods like the prefab line tool mod).
That said - I do have some questions:
Are the data formats and most of the placement logic intrinsically tied to editor namespaces? If not, this would be a really great foundation for a runtime level building tool (as a separate asset for example).
Is the spline & shape information persistent? It would be really useful to be able to come back at a later point to change some splines or maybe even add another layer/another type of meshes on top.
Related to 2 - itās often really powerful to be able to begin/end splines at the nodes of other splines. Is that possible?
Something thatās really powerful is a sort of pre-configured prefab with exchangeable parts. Is that something that might come in the future or would that be out of the scope for this asset?
How does your physics placement tool work? Does it require colliders on the assets? The asset Grabbit does a really great job there, might be interesting to add an integration.
Is there a discord channel? This might become a really popular level editing tool (or so I hope!) so itād be nice to have some sort of community for support as well as sharing tricks.
Would you say itās straightforward to expand the tool and/or integrate this with some runtime functionality? E.g. re-using palettes to procedurally spawn objects in runtime.
Either way, this looks really awesome and I hope the asset takes off nicely!
P.S. I hope thatās ok to point out - I donāt think the preview image of your asset sufficiently communicates the load of features it comes with, itās a little bland. I almost wouldāve missed it because I was thinking āmeh, just another basic prefab pick and place toolā.
Hey, thank you very much for taking the time to review the tool and propose ideas to improve it.
Yes, the logic is tied to the editor namespaces. I created the tool to be used as an editor extension. But in future releases I think I can find a way to create tools to use at runtime.
No, but it is one of the features that Iām going to add in future versions.
Interesting feature. Iāll keep that in mind when implementing persistence for splines and shapes.
4 I think it is out of the scope for this asset. But itās a great idea for a new asset.
The physics placement tool doesnāt require colliders. If used in conjunction with my other asset, the Transform Tools you can achieve a Grabbit-like functionality. Check out this video: Transform Tools 1.9 - Simulate Gravity. However, Iāll consider the possibility of integration with Grabbit if more people request it.
Right now there is no discord channel. But Iāll take your advice and create one.
Itās not difficult but itās a lot of work. But my idea is to keep improving the tool as much as possible.
About the preview image, I totally agree. In fact, I already created another. But thanks for pointing it out because it confirms what I thought.
Thanks, that sounds great. Another tool I was wondering about which would be very handy is a prefab picker - where if you click on a GO and itās a prefab, you choose this prefab as a new object to paint
Your wish is my command ;). Iām going to add it to version 1.2. I already submitted version 1.1 with some improvements and fixes, but it has not been released yet.
Currently there is something similar. Itās the āfilter by selectionā button in the paletteās search bar.
It works like this: select the object you want to set as the new brush, then click the āfilter by selectionā button and the palette will show only the brushes that contain that prefab.
Hey thanks for the suggestion. Itās a nice feature, but itās a bit out of the scope for this asset. In the short term, I have no plans for the tool to become a terrain editor. If I decide to add it, I have to find a simple way to do it without cluttering the interface so much.
Gena Pro isnāt a terrain editor either. It just has the ability to flatten terrain around a spawn, which is useful for buildings. Itās marketed as the best placement tool on the store, and it would be if its workflow was more intuitive like your package. For those who have spent the time to learn it, it probably is.
I donāt seem to be able to place anything on terrain. I do have a terrain collider on it and itās on the layer āTerrainā. And even if I have Terrain layer selected in brush Surface Filters it doesnāt work. Iām on Unity 2021.1.
Also all the brushes and previews are flickering constantly.
Hi, thanks for reporting the bug. Iām working to fix it asap. Iāll let you know when Iām done. If you want, you can email me at pluginmaster418@gmail.com to send you the repaired package before the next version is released.