[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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Hello, I have a bug in the GSpawn.
I’m using this variant prefab (image) with the Tile Rules tool. It works perfectly for painting and erasing, however, if I use the Ctrl+Z shortcut, the GSpawn no longer considers this prefab in the tile rules, whether for painting or erasing, I can’t do it anymore.

If I break the variant prefab into a normal prefab, the GSpawn back to working normally, even after the Ctrl+Z command to undo the last tile placed.

Is for GSpawn to work normally with prefab variant, correct?

Hello,

Currently all tiles must belong to the original prefab, that is the prefab that is assigned to the Tile Rule. I am not sure if this will change in the future.

If you wish, I could send you a package with a custom solution that eliminates this restriction, but it would not work correctly if the grid object mixes tiles with other objects which were not spawned with using the Tile Rule Spawn tool.

Cheers,
Andrew

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Hi,

I am just learning through you youtube videos and just at the “Decoration rules” video: https://www.youtube.com/watch?v=E-XSAotVVgU&list=PLPwpt1oIEdwBiu6PkQLmj7xEbvn2TDVBu&index=8

It looks like an amazing tool, but I can not find the “Generate Decor Rules” button in “prefab lib db” window, I am using mac os… Can you please take a look where can I find the button?

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Hello,

Thanks for letting me know. It seems that I somehow deleted the button accidentally. I’ve brought it back again, so fell free to send me an e-mail at octamodius@yahoo.com so I can send you the updated package.

Cheers,
Andrew

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Looking for Guidance on Using GSpawn with NOT_Lonely’s Wall Prefabs

I’ve been using GSpawn’s level design tool to automatically place walls and corners in my project, and I’m running into some trouble with a specific set of wall prefabs I bought from the Unity Asset Store (Publisher Link).

These assets have two different prefabs for the outside walls—one “Inside” version and one actual “Outside” version. When I try to auto-generate my level using GSpawn, one of the corners ends up missing entirely, and the straight wall sections appear to have odd spacing between them (as shown in the attached screenshots).

I suspect the issue might be related to slight size or pivot differences between the straight sections and the corner pieces, but I’m not entirely sure. I’d really appreciate any guidance on how to tweak GSpawn (or my prefab setup) so these pieces align properly. Is there a recommended workflow or setting that could help ensure that corners and straight sections snap together seamlessly?



Hello,

Thanks for contacting me.

Can you please try checking the Truncate forward size toggle in the wall profile window? It’s possible that the walls contains small bumps o the sides which is causing the gaps.

Regarding the missing piece, can you try creating an enclosed small room without GSpawn (using Unity’s standard tools) and see if it works?

Thanks,
Andrew

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Thank you for the quick response.

Truncate forward size solved my problem with the gaps. But the last corner is still missing. I build a 4 by 4 with unity tools and here it works. A minimal room only build from outside corner also worked well.

Is there anything else I can do?


Hello,

I’ve just gave this a try with the same assets and seems to work fine here:

Can I please see your example prefab (the wall pieces and the hierarchy view)?

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Hello,

of course. Here is my setup:

Thank you for your time and support.

Looking at the image you sent me I can’t see anything that stands out at the moment.

I am sorry you are running into this issue… Do you think it’s possible to reconstruct the example prefab and try again. I can’t think of any reason why it’s not working.

If you think it might help, I will record a small video showing the entire process with this asset pack.

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Thank you for your time, and I figured out what the problem was.
I think I must have missed something somewhere. My corner is always missing when I start placing walls at a corner. So if I’m placing a wall in the middle, wrap around and make sure that I don’t end up on a corner, it’s working fine.

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