YAPP - Yet Another Prefab Painter got released to the Asset Store and has a -50% release discount!
The development of YAPP is based on real use cases, tools which make your workflows easier while creating scenes for your games. It started as free GitHub project and found excellent recognition from the community. Over time more and more requirements and requests came up and so YAPP became to be a lot more than what was initially intended.
In order to make it available to an even larger user base YAPP has landed on the Unity Asset Store. However supporting an asset and updating it requires time and effort, that’s why it had to become a paid asset.
It’s great to see you venturing more into the asset store with all your fantastic tools @Rowlan , they arrive with so much fun and passion too I bet!
YAPP made it to the front page of the Unity Asset Store. I honestly didn’t expect that, that’s super awesome. Thank you very much everyone for your support!
It’s an editor extension for prefab placement in terms of “fire & forget”, ie after placement your’re independent of YAPP. Runtime performance isn’t affected. I haven’t received editor performance complaints yet.
It’s the last day of the initial release sale. So I thought I’d show that YAPP isn’t just for vegetation. I was using the awesome assets from Asset Maiden and Malbers combined to re-populate the western town. Really good assets, for links check out the description of the video in case you don’t have the assets yet:
Rowlan, I bought this with the discount and can’t wait to try it out! I’m confused about one thing, though. I may be remembering wrong, but I could’ve sworn someone announced a product with the exact same name several years ago. Was there a previous version?
Thank you very much! I had it for free on github before. But over time it turned out to not be doable in my spare time alone anymore, eg feature requests, let alone supporting older Unity versions. So I pushed it to the Asset Store. And here it turns out to have a much bigger audience than just an asset on github. It’s so much more motivating to have even more people use my work. And I definitely didn’t expect to be featured on the front of the Unity Asset Store. It’s just awesome, so is the support from everyone who purchased YAPP so far
Hi Rowlan, I have a question.
In the videos where the rocks were painted, or where the spline lanes painted rocks/gourds… these items fell to ground, collided as physics colliders, then settled to be still from movement…
I noticed that Physics sim is either continuous or none. …and so this brings me to the question; • Have you built in a feature which would remove the physics component from the objects either upon user demand or when objects settle from movement *and then mesh combine those objects (if they are of same mat or at least the same object, or …?? ) ?
Thank you for your time.
// The tool looks nice and I suppose that I could always add my own forms of mesh optimizations.
Continuous is for a given time, so that you don’t have to press dedicated buttons. Can’t have the physics run permanently in the editor. There’s an option though to have it run until you press stop.
Rigidbodies and Colliders are added dynamically in case the objects don’t have them. They are removed after phyiscs simulation completed.
Mesh combination isn’t implemented. I leave that to dedicated tools.
An important thing to notice: This runs Unity’s own editor physics. Whatever is affected, is affected, not just the painted gameobjects. I didn’t get any reports about problems so far, this has been implemented for a few years already. However, I could scan all objects and store their state and restore it afterwards as well. There hasn’t been a necessity for this so far.
Thanks Rowlan. “Rigidbodies and Colliders are added dynamically in case the objects don’t have them. They are removed after phyiscs simulation completed.”