Been 4 years, still totally and utterly useless.
Itās just so unbelievably, shockingly terrible.
Observe my attempts to move an edge loop on a plane using PooBuilder
tjs8j7
Truly next level stuff going on here. Inb4 āYou should file a bug reportā
Well, ProBuilder definitely has its issues, but i wouldnāt say it is ācompletelyā useless. Well, i manage with it anyways. But as for professional individuals / teams, etcā¦ i donāt see it being used much if at all. There is definitely far superior software / tools for the job.
Ever since moving on to SabreCSG I just donāt even bother with ProBuilder. ProBuilder is a buggy, awkward to use mess and it feels like itās been left to die as far as usability is concerned.
It is a niche tool that has been used in production successfully. Obviously if you know blender well, you can probably run circles around it. And some people are more comfortable with CSG.
Is it still being updated? IIRC the creator released it as opensource when he couldnāt make money with it. Unless Iām misremembering.
No, thatās right. Since then itās been updated to at least as far as Unity 2021.2, but GitHub shows no commits since early this year.
Still, if it works, it works.
Itās not, but what issues it has are minor and stillmuch easier to work around than ProBuilderās are. Iāve used it in basically every project of mine for greyboxing for years now.
RealtimeCSG and SabreCSG creators are now working on Chisel.
Why do you have to post in 2 forums?. If your that upset after 4 years, why havent you moved on to another solution?. After less than 1 year, i would have moved on. You are just wasting time bro, reallyā¦
I post in 2 forums because Iām butthurt af about Unity wasting my time so shamelessly with this utter junk package. Youāre right though I am wasting time (also). Venting is good for the soul however. I shall move on to realtimeCSG now.
What the hell is even going on there? Poobuilder developers let their toddler kids write their runtime logic?
ProBuilder devs just recently posted questionnaires for future development, and are now prioritizing CSG editing. See ProBuilder forum.
As far as RealtimeCSG and SabreCSG are concerned, I remember one wouldnāt even work due to compile errors, and the other was not like the thing that blew ProBuilder out of orbit usability wise. And if my memory serves me well, the CSG operations were destructive. I may have used it incorrectly but given that those tools havenāt been updated for years and will definitely not see any updates anymore, it will be a matter of time until you cannot use them anymore as Unity development goes on. So I didnāt want to spend much time on them.
The Chisel thing ā¦ as much as I like to see it working, it has practically no commits over the past two years. Iād consider it ādead for the time beingā, definitely more so than ProBuilder.
Yeah I bought at least one of those but they were broken or limited in some way and Chisel seems dead, so disapointed!
UModeler has shown a lot of promise as an alternative, unfortunately every time I try to use it, I find a major bug and decide to wait a while, so much for a 5-star asset!
serious question - you guys ever try making basic grey box kits in an actual modeling program like blender and using that instead? Even with import to game engine, I still find that preferable to using clunky in-editor controls for modeling. To me the speed of dedicated modeling app is 100% more efficient than any sort of in-editor tools Iāve used (talking both unity and other engines here).
I dunno why, but viewport navigation and gizmo handling in every game engine Iāve used is pretty rubbish compared to what you get in 3d modeling softwares.
this is true, but is there a modeler that uses the Unity coordinate system cuz damn blender uses a different one and sometimes it is annoying to switch?!
Using the probuilder runtime API to procedurally generate geometry is pure gold ā¦
The ability to greybox levels or objects directly in the Unity editor, all in relation to the rest of your scene, taking into account scale and position etc, is a hard benefit to give up. I usually use Probuilder to get the basic size shape of what I want in editor, then export and rework the object in Max for the actual final object. Probuilder is a short but vital intermediate step.
i dont mean make the level layout in blender, but rather make kit in blender, send pieces to unity. One app open on each screen - once you get the import/export process down its basically instantaneous.
They are not in either of them so Iām not sure what youāre talking about.
edit: Hell, if weāre talking about destructive workflows, thatās literally what ProBuilder is. Itās one of its biggest downfalls when it comes to iteration.
I have, and there are a lot of considerable issues:
- Setting up collision areas becomes increasingly tedious if youāre working on something where you canāt just use the mesh collider
- The roundtripping process becomes time consuming as time thanks to Unityās lacklustre MeshSync package and the as of yet non-existent Omniverse plugin
- Iteration time becomes time consuming as you jump in and out of play mode, the modelling application, waiting for the import, and dealing with all that entails
While Blender and other modelling applications may have faster workflows (something that should have been solved in Unity the moment they acquired ProBuilder), they quickly start running into issues with Unityās asset import/export workflow.