I’ve spent a lot of time creating levels in my game and i’ve noticed that building levels in an organic way requires a lot of repeated actions that could easily be replaced by a custom tool… so i made one!
Here is a video that sums up the main features:
It’s mainly aimed at assets that aren’t strictly tile-based; it works well with workflows that have a modular, kitbash type of approach.
Hi there.
Honestly, I cant believe that no body is cheering for this. It looks like an amazing, must have for Unity. As a matter of fact, this should come with Unity by default. Also, a 2D implementation for this would be awesome.
New minor update 1.2 is out, it has some minor quality of life improvements, and support for 2020+ in the demo scene, along with a documentation file in case the demo scene doesn’t work.
is there an API ? can this be used in realtime/runtime ? example, select base GameObject “Sphere”. Then select all the other GameObjects that you want to be “attracted” to the base GameObject. Then select certain depending on ceratin conditions would case that particular “other” gameObejct to fall. The selection could be by tag or individual prefab name.