Yaaaa, I can see my boundary handles and segment handles!
Still looking forward to an editable keyboard shortcut feature,
the defaults are not working here. Will check some of the other plugins,
but there are many. When you wrote about this update,
I thought it was just something you had planned,
not already live.
Any way to make the boundaries non-rendered in the Editor?
Toggle, maybe?
You could drop the opacity on the boundary color in the meantime⌠But adding a quick toggle would be handy!
hmm, didnât know there was an opacity option.
Using the color picker on the boundary group uses the standard color picker: you can slide the âAâ or type it in directly 0->255 to set the Alpha/Opacity.
This works for anything that allows you to set a color. Even grid lines for the snapping tool. I actually leave the grid lines very low when Iâm placing props.
Thanks, never thought of that.
I wonder if the boundary/Zone can be displayed at the runtime, not just in the editor. Thanks!
Hi does this work in unity 4.5.4 on the mac? If so click to create doesnât seem to work. So I cant place the boundary where I would like Also when I scroll out the handles get too small and I cant see anything? If I double click on my group with in boundary in takes me to where UDT is in the unity editor not where the boundary is
thanks
It cannot be displayed runtime in game-view. It will in the scene editor while in preview mode however. This generates the physics colliders for you; it does not generate meshes - which what youâd want (meshes + mesh renderers) for showing during gameplay.
RE: Mac 4.5.4 - I will check on this for you. The click to create needs underlying geometry to interact with⌠like terrain or other meshes placed as flooring. If you click in open space there is now XYZ coordinate to produce since the mouse pointerâs ray never can detect a depth (from hitting the terrain or another environment mesh).
RE: Small Handles - Editor->Preferences. There is a UDT tab there where you can set the handle distance and grid colors etc. This was recently added for exactly this reason!
Thanks for getting back so quick. Is there a key that needs to be pressed at the same time for âClick to createâ to work? When i click it just selects the terrain and doesnât create anything.
Great tool by the way ![]()
B is the hot key. Left clicking will simply select the object (built in unity behavior). So essentially, with the Scene View tab focus and the boundary group selected in the hierarchy, you hover and press B at each point you want the colliders to follow along.
Once you have 3 segments, you can use âCâ to auto close the last point to the first point to make an enclosed area as well.
I just bought this. Is there any written documentation?
The B hot key doesnât work. I select the boundary, open the segments windows and it says âNo segements. Click Add Segement in the toolbar or use the SceneView click-to-create method.â
Hit the B key while hover the mouse over an object with a collider does nothing.
No reply in a month and half. The user interface to set boundary points doesnât work. This sucks. You should be ashamed.
Forums donât provide a good alerting mechanism. For direct support use: support@nothingsoftstudios.com
Please shoot an email over with Unity Editor version and screenshot of inspector and sceneview for reproducing.
Please see this demonstration video (starting at 50 seconds in for B key creation):
Segments are added with âBâ, the segments are set to a closed loop (end snaps to start) with âCâ
Version 3.3.0 has been published.
The large enhancement is the ability to bake boundary groups in the editor, This gives two things: 1] no runtime parts at all 2] ability to then bake a NavMesh that then recognizes the boundaries as static colliders for pathfinding.
Hereâs the notes:
Enhancements
-
Updating support to Unity 4.6 stable release
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Added ability to bake boundary groups to remove any runtime processing
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Allows use of NavMesh baking in the editor at design time to honor boundary group colliders
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Can Bake All Groups or Bake specific groups non destructively Fixes
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Fixed snapping of gameobjects and prefabs in Unity 4.6
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Fixed reseting pooled itemâs parent transform to its pool upon despawning
Version 3.3.0 is live in Asset Store here
it works on mobile devices?
Yes.
The boundary workflow is largely an editor time tool. So now, with the baking, you could bake the groups into gameobjects with box colliders attached on the fly. Then run the game from there, or use the baked colliders as a starting point for something else.
Object pooling would be the best runtime aspect.
And this toolchain is used in both Windows and OSX Unity editors and deployment targets Android, iOS, Web, Standalone, etc. There isnât any code that would break AOT for iOS builds and no platform specific code that would restrict build targets.
Shoot an email to support@nothingsoftstudios.com if you have anymore or specific questions as well.