StageBuild is my first product for the Unity community I’ve been working on as an undergrad, it is a package designed to help make building certain levels in Unity3d more practical. Whether it’s First Person or RPG/RTS styles, this package will save you time in the long run. Using our models or set pieces, you can duplicate, flip, or rotate and they will snap together seamlessly.
How does it work?
They are built on the grid meaning you save as much texture resolution as possible whether you want to re-combine or go straight to textures
Unique pivot points (duplicate and snap)
Built entirely on the grid (easy texturing)
No Z-fighting
Standard base maps (source maps, UV Render, UVW file)
Completely batchable and ready for mobile
! Updates:
A fresh update is coming, I restructured the overall package, naming conventions and heirarchy. You can expect many new models under many categories. Each package will work together with one another.
Apart from adding more wall variety, you now have arches, trim, railings, ladders, pipes, stairs, poles, windows and more.
These are all designed to work together and contain multiple versions of themselves.
You’ve already seen early content of Sci Fi packs, and Organic sets (though im debating on switching to voxel approach)
The Road Ahead:
“Under One Roof” Content Overview:
Architecture - Lots of basic modular work, advanced angles and props
Dungeon
Fantasy
Infrastructure - Modular highways, sidewalks, roads, parking lots, junctions etc.
Organic - On hold
Scifi
Each wall has an angle counter part. The relationships go object_size_angle_type
A straight wall looks like:wall_full_01a, 01b, 01c
wall_half_…
wall_quarter…
wall_eighth…
The same set for 45 angles is:wall_full_45_01a, 01b, 01c
wall_half_45…
wall_quarter…
wall_eighth…
Could you maybe upload a time-lapse video that shows how one actually creates a level with this?
If you want to do a 10 or 15 minute video where I have to listen to you go umm-umm-ummm and look at you swirling your mouse pointer around the inspector, I suppose you could do that also… but I am curious to actually SEE a level being made.
I have seen a number of level editors on the store and each claim to make life easy but all of them show final results and gives me no idea how they will make my life “easy”. So far I am liking your kit but if you were to be the first person to actually show me HOW your tool works, I might finally be persuaded to actually buy one
+1 for video request. I can see some nice looking scenes, but have absolutely no idea if your package will enable me to make more scenes like that… a video demonstrating how to use your package would help there.
Yes! Although this depends on your definition of tile-sets, in the traditional sense, after your level is ready you can easily pop in any texture as long as you remember what goes where. We have a good naming convention to make this a little easier, most tiles are set up to accomodate any power of 2 image - meaning less editing for you.
In all seriousness though, its a kit that let’s you plan out levels in a modular fashion. Videos are rendering and will be uploaded. If you’ve ever used Starcraft 2’s galaxy editor then it will make more sense.
Understandable response, but I was genuinely asking that. Other than a basic text description its not very clear what it actually does and how it does it.
Whats painting? Why wouldn’t it be imported at 1:1 ratio anyway? Unique pivot points - is that some weird new feature or what - does it mean I can place the pivot point for each object? Easy texturing because its built on a grid? Why wouldn’t I texture things before importing? Sounds like a workflow change from the norm - how does it work? No Z-fighting? Why would I be fighting the Z axis anyway? You dont need to answer these to me, I’m just highlighting some of the things going through my head when looking through the information available.
For a person that uses the stock Unity workflow none of those quoted points really make any sense. I’m sure a video is going to clarify all of this and show us why we would want to get the asset but don’t expect people to understand things that aren’t immediately clear from your description. The screenshots are super-generic and don’t show anything that would help a person see what the asset actually does. We just assume that those are the results of using it but don’t have a clue how its beneficial to use the asset to do that or how it would make anything easier.
I’m not trying to antagonize you, just trying to explain from my end why I’m asking such a generic question.
Z-fighting is when 2 planes are exactly on top of each other. The renderer will almost randomly pick each of them for each pixel that overlaps. It’s very ugly.
What I’m gathering from the description is that this is a set of models that let you build up a basic scene, and then you can throw textures onto them to make it look nicer.
Why is this better than ProBuilder?
You mention texture sets, but not how much they’ll cost?
Glad you’re bringing these points up and I will answer anyways to further clarify for others
This is true, Unity uses a 1m scale and changes imported models accordingly. The models from Stagebuild have all been pre-made to scale, i.e you shouldn’t be scaling them at all in Unity unless you want a set of (.5,.5,.5) to be used as a smaller set. These scale ratios are important for batching.
Pivot-points are essential to modular sets. I strived to make them the upper-left corner on as many pieces as possible, and exact pivots so that no matter how much you rotate or flip - they will snap together seamlessly. A door doesn’t rotate from the center, it has a root, or hinges.
Yes, easy texturing because they are on the grid. The UV Unwraps are literally a full texture sheet, or parts of it. Aside from 45 degree angles, you are wasting zero texture space. *Note this will change as sets become more and more advanced but it’s good practice to start on the grid from the beginning.
This depends on your workflow, when working with modular environments, it is usually best to “build the level as you go” meaning assemble and texture as you see fit because generally you are going to make a lot of changes.
If there is any space between modular sets, even to the thousandth decimal, you will most likely see nasty joints during runtime. This can be fixed by intersecting pieces, or snapping them together as provided. It is good to always double check your positions and assure they are rounded.
My snap settings are .5 and make sure “local pivots” are used.