[RELEASED] Snap-and-Plug: join anything to anything

Download now: https://assetstore.unity.com/packages/tools/modeling/snap-and-plug-21930

NB: Google is blocking all emails to/from snapandplug.com - please email me directly adam.m.s.martin at gmail

Turn your GameObjects into Lego-like bricks, where anything can connect to anything, odd shapes, curves etc - and yet snapping precisely together.

new: (August 2016) works in Play mode - use realtime snapping directly in your game.

Website with demo videos, etc: http://snapandplug.com

Example uses:

  • BUILD LEVELS: …with wiggling corridors, odd-shaped rooms, no constraints! (no grid!)

  • AI/Enemy scripting: … all the info is available to your scripts (e.g. I made a procedural dungeon this way, and the AI uses the snapping-information to navigate around the dungeon at runtime)

  • Vehicle/building construction: place sockets on a car-prefab’s axles, and “snap” wheels of different sizes, shapes. Put sockets on front and sides of a building-prefab, and “snap” different doors, windows, etc

  • City-building: snap some buildings together to make a block, then snap blocks together to make a city

Usage:

  • Drag/drop within the editor

  • Drag/drop in your game (requires you to write your own scripts that connect your game-controls to the API)

  • Interactive connections, pieces, sockets

  • Tutorials + videos are on: http://snapandplug.com

3 Likes

Looks useful. I’m subscribing to this thread.

I will definitely be interested once you add run-time editing! :slight_smile:

I’m interested in this too - do you have an ETA?

I was hoping to submit on Monday, but I realised that my tutorials sucked, so I’m re-doing them now.

New ETA: next Monday.

Yeah - I need it myself for one of my own projects, ASAP :). So I’m very keen to add this.

BUT … how soon it happens will depend on how many people use the first version, and how much they like it. It’s only a small asset, but it took me months (!) to get right. If it only gets a small amount of use then I’ll be focussing my time on supporting the existing version rather than adding major new features.

That makes sense.

I am in the process of making houses with snap together parts so I can customize them easily before putting in the game. This would be very useful. A grid is great but snapping a roof to a house base would be easier with sockets. So I will seriously consider buying this even without the run-time feature. However, it would be nice if a player could put together the parts in the game or exchange a thatch roof for a tiled roof, etc. :slight_smile: I can see all sorts of cool ways to play with this.

I am passing this on to some of my multiplayer developer friends to see if they might also be interested. I think you could find a market out there.

This tool is nice, but what makes it amazing is when you’ve configured intelligent Sockets for each model.

So … I’m working with some asset-authors to do special versions of their model packs which are pre-configured with the relevant Sockets.

If anyone has an assetpack (buildings, dungeons, etc) that they’d like to upgrade, please get in touch directly (@t_machine_org). My aim is that you publish your upgraded pack as a separate AssetStore asset - it’s more useful to purchasers, BUT it requires that people already have this Editor Extension (so it’s something you’d want up “in addition to” the simple model packs)

How difficult is it to set sockets on the models yourself? Will there not be enough documentation to actually figure it out? I hope so.

It’s easy to do yourself. I designed it for artists to use directly.

I’ve just put a website up with the core tutorials: http://snapandplug.com

… The most important tutorial is the basic snapping: Basic Snapping – Snap and Plug

… There’s also a tutorial on writing your own custom Renderers to draw odd-shaped sockets: Scripting – Snap and Plug

Have a look - it’s actually easier to work out in practice, as everything is context-sensitive, but hopefully the tutorials give a good idea of what you have to do. Questions welcome!

1 Like

I will definitely purchase this when you release it, and fingers crossed for runtime snapping.
Good luck with developing and sales. :slight_smile:

It’s submitted! Waiting on Unity to approve it…

(I’ve also cleaned up the website a bit, made it more readable, added an extra video, and some more details on the tutorials pages)

Yay! Thank you. Looking forward to your asset.

Question, I read your website and am confused about something. It says you an add a SnapSocket to an object that has no other SnapSocket attached. Does this mean you can’t add two to an object? If so, it seems you could not make a dungeon that has halls that go in different directions. The entire dungeon would be a line of joined rooms. Is this correct?

I had hoped to use this to join pieces of buildings together but I would need to join more than one part to each building pieces.

Sounds like a typo, sorry! Which page is that on?

To prepare for runtime sockets later, it works like this:

(your object) - various components, including ONE SnapPiece
|
±-- A gameobject with ONE SnapSocket
±-- A gameobject with ONE SnapSocket
±-- A gameobject with ONE SnapSocket

… i.e. each SnapSocket is on its own gameobject, BUT … you have a bunch of those gameobjects parented to “whichever gameobject has the SnapPiece”.

Originally, I had it that all the SnapSockets were data hiding inside the SnapPiece, using a custom Inspector to view/edit them. But for runtime, that would be terrible :). So I moved it to this setup.

As a bonus, you can use all the standard Unity mouse/keyboard shortcuts for moving and positioning your SnapSockets on your model/mesh/whatever.

So could I do this?

A base house, first floor with a snap piece on top. A second piece with a beams and a loft that snaps to the top of the house. Then a third piece, a roof, that sits on top of the beams and snaps. In this case, each piece would be connected in a vertical sequence. Now, could I add a second snapped object to the front of the base house? Like a porch? It would require a second snap slot.

In this scenario, the base house would snap to an object on top, and an object on the side, so two objects, two different snaps.

Am I making sense? I want to be able to put together modular pieces to build houses/buildings that don’t all look exactly alike but saving on modeling.

That sounds exactly the kind of thing it supports.

If you try it and get stuck, let me know and I’ll see what it takes to MAKE that work.

Great thank you! I am watching for it on the asset store. :slight_smile:

It’s approved! Go get it here: Unity Asset Store - The Best Assets for Game Making

No reviews. Have any of you tried it yet? Successes? Failures?