[RELEASED] GSpawn - Level Designer (3D Tile Rules, Curve Spawn, Scatter Brush, Modular Walls ... )

I don’t remember the exact reason why tiles are painted on top of the grid, but I believe it has to do with having a common pivot for all tiles: one that sits at the bottom. Otherwise, it becomes difficult to manage tiles that have different heights. If the pivot would sit at the center for example, tiles that are taller would not be in sync with smaller tiles.

I believe changes would need to be made in different areas and it’s not immediately obvious how this change would need to be made, nor is it desirable.

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Hi. Is it ok to ask for a feature request? Just need the ability to duplicate a TileRuleProfile
Maybe i can make it but i think better make an official change?

edit:
Just made that. So… no rush
But i still think it’s pretty handy to have

edit:


Also found where to edit the grid’s center to box’s center
Maybe anyone else is interested
Just changed this in TileRuleGrid.draw

            Vector3 origin = gridOrigin + gridUp * yOffset * settings.cellSize.y;
            origin.x -= settings.cellSize.x / 2f;
            origin.z -= settings.cellSize.z / 2f;
            drawConfig.origin = origin;
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Hello,

I will see what I can do about the Duplicate feature. You’re right, I think it would be nice to have :smiley:

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@Crouching-Tuna

I’ve just implemented the tile rule profile duplication feature. I understand you are using your own implementation. That’s perfectly fine :wink:

If you wish you can send me an e-mail at octamodius@yahoo.com and I will send you the updated package.

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Hi, i also added

        Event e = Event.current;
        if (e.alt || e.control)
            return;

In TileRuleObjectSpawn.124

Bcoz when holding alt to rotate, the tilerule brush still brushes along the mouse path. Pretty annoying…
Unless there’s another way to disable this?

edit: Oh, too hasty. This disables brush size and grid up/down by scroll…
Anyways, yea just letting u know that the paint when alt rotate behaviour is not so nice

edit: seems like best to do this in each overrides of the tile brush types

Also, does GS support scale -x flips for tiles? If so, can it handle the merging of those objects too?

edit: Sometimes i have some questions, but if it’s just small edits like this i think i’ll just email, is better?

Hello,

No, flipping is not supported.

You can contact me here or via e-mail, it’s totally up to you :slight_smile:

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Hello, I am having a problem. On one of my scenes, when selecting GSpawn it lags trying to use it in scene view. Try creating a new scene and works fine no problem. What am I doing wrong??

I think I found the problem, I had a lot of characters that i was using has a crowd and even though they weren’t active it was slowing down GSpawn by a lot. When I deleted them all, it was working fine again.
I guess I found the limit of how many characters are in a scene for GSpawn to run smoothly haha.

Hello,

Indeed, GSpawn needs to parse the objects in the scene in order to keep a tree structure updated. This is what allows you to interact with the objects without any colliders attached to them.

It would be a lot better if Unity would notify when an object gets created or destroyed, but this is not available at the moment :slight_smile:

Cheers,
Andrew

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