Runtime Level Design

Hello,

So, I did what you said and it simply works :slight_smile: I can record a video if you wish :smiley:

If the Start function solution works for you, that’s great, but I would like to re-iterate that the other way has to work too.

Cheers,
Andrew

Thanks Andrew, it will for sure be something on my side then, I’ll keep digging!

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Hi!

I’ve been looking through this thread/forum and I can’t find it so I will create a new post.
We’ve been using RLD for a while now and have now added support for animated models on our side, which results in skinned Mesh Renderer components.

Not matter how I setup the RLD settings in RTObjectSelection, I cannot get the skinned mesh renderer to get selected. At first I thought it was our fault, as we use the RTObjectSelection.Get.PreSelectCustomize hook to customize the select to root object for our own grouped objects logic. But even when I dump the raw data in the hook, there is nothing being selected. No matter the setup. Are Skinned Mesh Renderers not supported?

public void OnRLDPreSelectCustomize(ObjectPreSelectCustomizeInfo customizeInfo, List<GameObject> toBeSelected)

Sincerely,
Kim

Hello,

Unfortunately skinned meshes are not supported due to the fact that RLD uses its own raycasting system and skinned meshes are a bit tricky to raycast against because they can be animated. I don’t know of a good way to deal with this issue.

However, it should work if you select the RTScene object and in the Inspector set the Physics mode to Unity Colliders. This means you should have a collider attached to your skinned hierarchy and ALSO to all other objects you plan to interact with.

Cheers,
Andrew

Just starting up a new project and looking to use RLD in it. Is the project still under active development? Also noticed that some of the prefabs in Unity 6 don’t behave as expected, fx the scroll in the model picker at runtime does not scroll.

Also having problems with prefabs with LODs. After placing the prefab and then moving it, the collider does not move with.

Hi there!

Thanks for reaching out!

At the moment, RLD is on hold — no further updates or new features are being added while I’m working on a full remake of the tool. That remake is being built from the ground up to support Unity 6, including full compatibility with URP RenderGraph and other modern systems.

It will be released as an upgrade, so current users like yourself will be able to transition to the new version when it’s ready.

Thanks again for your patience and support! If you have any other questions, feel free to reach out — happy to help however I can.

Great to hear, and i assume with the new input system as well. Looking forward to it. Is there a rough estimate on release, 1 or 2 years?

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Yes, Definitely, New input system. :slight_smile:

As far as the release window goes, I hope to finish it this year. Can’t make any promises. If it’s not done this year, I am pretty confident that next year it will be available on the store. It all depends on my energy levels to be honest. Sometimes I’m super into it, other times, I can barely write a line of code. Not trying to make excuses, but it’s God’s honest truth :smiley:

I really hope you find the energy. If it helps, I’m super excited to see what you develop :slight_smile: Shoutout or DM if you need help testing at some point.

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Thanks a lot! :slight_smile: It does help.

@XGT08

Are there any plans to add support for HDRP? Recently upgraded my project but Runtime Level Design doesn’t seem to work with it.

All the best.

Hello,

Unfortunately no plans to support HDRP. There is a remake in the pipeline, but it will support URP exclusively.

Cheers,
Andrew

Hi Andrew,

I have been using RLD for a couple of years and am very happy with it. I look forward to the upgrades that the unity 6 refresh will bring.

Recently I have been seeing if I can upgrade some of my UI from uGUI to UI toolkit.
I have an issue combining UI Toolkit, the scene gizmo camera and uGUI canvasses.

It looks like some state is changed after drawing the scene gizmo. Text elements in a uGUI canvas with a sort order >= the UI toolkit sort order (set in PanelSettings asset) become blurry blocks. This only happens if the scene gizmo is rendered in the scene. It doesn’t affect canvasses at sort order <= 0 as they appear to be draw before the scene gizmo.

For now my workaround is setting the UI toolkit to a sort order of 50k, drawing it over pretty much everything. That’s not ideal because it prevents such things as uGUI modals and dropdown lists from rendering over UI toolkit elements.

Could you take a look at it and maybe suggest a fix? I can provide a repro project if you need one.

Thanks in advance,
David

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Hi David,

Thank you for the detailed report and for taking the time to explain the issue so clearly, and also for using RLD for so long, I really appreciate that.

I should mention that the version of RLD you’re using is no longer under active development or receiving updates. I’m currently working on a full RLD remake, which will be released as a paid upgrade . I can’t give an exact date yet, but the plan is for it to become available later this year.

One important architectural change in the remake is that it will not use UI Toolkit . Instead, it is being built on a custom IMGUI-based UI layer (RTGUI), designed specifically for editor tools and level design workflows. This is a deliberate choice: RTGUI is IMGUI-based simply because it provides a more direct and deterministic UI model, and it’s the approach I’m most comfortable using for complex editor tools.

Because of that direction, the specific UI Toolkit + uGUI interaction you’re encountering won’t apply to the remake.

I completely understand that this doesn’t immediately solve your current setup, and I appreciate you offering a repro project, but given the status of the existing version, I wouldn’t want to lead you on with a fix that I can’t properly support going forward.

Thanks again for the thoughtful message and for sticking with RLD. I’ll make sure to clearly communicate upgrade details once the remake is ready.

Best regards,
Andrew

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