uDesign Tools - Released

Greetings,

Current Version: 3.3.1

Boundaries:

  • Rapid creation of collisions to create boundaries for areas or entire levels
  • Grouping of boundary data with separate heights, naming and color coding
  • Play in editor tweaking with realtime generation of collision (editor only - will not build to maximize performance during true runtime)
  • Map out entire areas in seconds with easy maintenance
  • Visualize boundary walls as it clips with your level geometry, giving insight to potential gameplay bugs where players could slip out of the level

Zone/Trigger:

  • Add trigger zones and position, size and orient them through SceneView visually
  • Colorize and label for visual recognition
  • Visualize the zone area as it clips with your level geometry and moving objects during testing

Object Pooling:

  • Eliminate expensive Instantiate and Destroy calls
  • Recycle prefabs from a maintainable cache
  • One line of code to spawn and one to recycle

Grid Snapping:

  • Snap objects to grid interval you set
  • Draw grid from each axis independently or combined
  • Draw grid from world origin or in object isolation (grid origin is the objects transform)
  • Toggle on/off through Windows → UDT

Referee System:

  • Replace runtime garbage collection hits with GameObject.Find calls with a cached reference list
  • Avoid Managed/Unmanaged marshaling garbage collection artifacts

More videos: YouTube Channel

Here on the Asset Store!

Customer reviews through your asset store account are appreciated!

This is a major release of our previous tool [found here]. It has been completely refactored out of compiled assemblies to provide full source code; and includes additional features and roadmap as a broader designer tool suite.

If you’d like to submit an idea and for the quickest support, please contact support@nothingsoftstudios.com

Thanks and enjoy!

Wondering what is the difference between this and the Boundary Tool.
Looks like Boundary Tools have object pooling added :wink:

This replaced it, it’s the same package id. Those customers automatically have this upgrade. Renamed to align it with some future goals :wink:

3.0.2 is submitted for review.

It includes a reference tracking system to reduce GC calls from marshalling calls into C++ that all the Find object calls produce. This is more more developer focused than the other features. Includes base generics to inherit from and pickup the implementation for whatever component you want to work with in a list.

In depth talk about it on our youtube channel and in some performance engineering Unite talks as well.

3.0.2 is still pending the store review, but heres the addition:

Looks very nice. BTW, I am wondering, why the name changes?

Also, you might want to include a link to your original post. Because I couldn’t find this on Asset Store even after I pasted exact words into the Asset Store search box. You might want to query Asset Store team on this issue too - eg. if I put “uDesign” in the Asset Store search box, it returns “Sorry, no results matched your search criteria.” which is bizzare. If I put “uDesign Tools” exactly it is the 10th result down there (instead of the first!) which is beyond bizzare. But if I put “Boundary” or “Boundary Tools” it will show up as first and only result even though item with such name doesn’t exist on Asset Store anymore.

So even if some users are interested, they might not be able to find your product in Asset Store. And I think the new name is a bit harder to remember (less relevent) than the old “Boundary Tools”.

It was really only 1 feature in it. And its growing, so wanted to break that chain with this big refactor to full supplied script and new namespacing.

Yes I have to resubmit to the Asset store again, the entire deployment this last time was frustrating… to include the package staying in Error for hours and finally saying it was live only to be a rolled back version :slight_smile:

I want to ask to add a new feature : add spawn controller that use your pooling system .
Thank you , great upgrade!

Hi, thanks for the feedback!

Shoot an email to support@nothingsoftstudios.com with some details. There’s a demo scene on how to use it, or are you looking for a component itself that you can add to an object that will spawn on intervals? I’d be happy to assist, send an email and we’ll hammer it out offline.

Version 3.0.2 is now live.

This include the Referee scripting system to replace heavy use GameObject.Find calls.

Hi

I just imported the new version into my project and am getting this error:
Assets/UDT/Editor/Nss.Udt/Boundaries/BoundaryHierarchyCallback.cs(25,89): error CS0117: Delegate' does not contain a definition for Combine’

Any help would be greatly appreciated.

Thanks.

Hi there, what version of the Unity editor are you using?

Can you send an email to support@nothingsoftstudios.com with some more info? Editor version, what build platform, any specific platform settings (like ios/android target sdks, .net subset/ full etc.)

Delegate is a class in the System namespace implemented by Mono.Net. So this error makes me think the import was jacked and maybe “using System;” isn’t at the top of that file anymore or there’s some other compilation issue in script somewhere.

If you can send any editor log files after a recompile that would help as well.

Worse case scenario, the hierarchy callback classes don’t do anything more than add in the icons, so you can always remove it. However, this code is tested on a range of projects from the 4.0.0 editor to current. So I’d like to help you fix whatever compilation issue thats occuring right now first.

Thanks!

sicga, thank you for the emails and happy its resolved!

There was another 3rd party package that has custom code that is inside a reserved .Net namespace that was causing conflicts. I will be patching my code to be fully qualified namespaces in these callback files to protect from that.

this is working? boundaries tool??
how to use?
this is different from movies of youtube!!

Renamed product with the 3.x changes.

This youtube playlist has the updated videos: https://www.youtube.com/playlist?list=PLu_Wv0vxyFfSHo-sdOMeGa1-dbOc3_wfK

Verified 3.0.2 works with Unity 4.3

Warnings will be corrected soon (they changed the editor undo / redo API calls).

Version 3.1.0 has been published to the Asset Store.

This includes editor API upgrades to 4.3.4 (new Undo system) to remove warnings and improve Undo performance.
It also include an editor bug with materials.

Testing will being on Unity 4.5 (as it was just released this morning).

Just a heads up - 3.2.0 has been submitted to the asset store.

Aside from being fully tested with Unity 4.5, here’s a quick look at release notes:

Version 3.2.0

New Feature

  • UDT Snap tool
    – Snap is a SceneView extension that allows X/Y/Z snapping at any specified increment on the designers grid
    – It allows world origin grid drawing and selected object isolation grid drawing
    – It allows the scene camera to smooth follow an objectas it is translated
    – Colors, grid size and increment size are all customizable
    – Tool can be toggled On/Off via Window/UDT/Toggle Snap Mode
  • Pooling
    – Added additional convenience methods
    — PoolController.Instance.GetNext(string poolName, Vector3 position, bool activate)
    — PoolController.Instance.GetNext(string poolName, Vector3 position, Transform parent, bool activate)

Please submit any feedback/feature requests to support@nothingsoftstudios.com.

Version 3.2.0 is now live on the asset store.

Cheers!

Version 3.2.1 is now live on the asset store.

This update includes the following user feedback updates:

Enhancements

  • Consolidated additional preferences into Editor Preferences window

  • Boundary Tool now exposes user tweakable options

  • Group label/handle draw distance (now you can zoom way out and crank this value up to see and move the group as a whole)

  • Segment label/handle draw distance

Cheers!