[WIP] Building Architect – Modular Building Generator (Exterior + Roof System)

Hello everyone,

I am currently developing a modular building generation tool for Unity: Building Architect. The goal is to offer a clean, extensible, and professional system for generating complete buildings (façades, roofs, variations, etc.) from modules.

Building Architect is designed as a flexible, modular building‑generation framework for Unity.
The goal is to let developers create residential, commercial, or industrial buildings quickly, while keeping full artistic control.
Every part of the system is customizable: you can plug in your own 3D modules (walls, roofs, balconies, chimneys, windows, props, etc.) to define your own architectural language.

One of the core strengths of the system is that it is completely style‑independent. Whether you want medieval villages, modern city blocks, industrial zones, or futuristic megastructures, the generator adapts instantly — simply replace the modules and Designs.
The underlying procedural architecture remains consistent, allowing artists and designers to focus on creativity rather than technical constraints.

Important: Building Architect is an editor‑only tool.
It is designed for level design, world building, and content creation inside the Unity Editor — not for runtime generation.

The generated buildings are structured with performance in mind: they are cleanly segmented, LOD‑friendly, and perfectly suited for Unity’s occlusion culling workflow. This makes the system ideal for large scenes, open worlds, and production‑ready environments.

The project is progressing very well, and I am starting to share the progress here to gather your feedback and suggestions.

What already works:

  • Complete generation of facades (ground + upper floors)

  • Flat roof system

  • Sloped roof system with perfect alignment of all 4 sides

  • Global stretch to support any dimension (41m, 37m, etc.)

  • Clean modular pipeline

  • Unity menu: Blackant Master Studio → Building Architect → Building Generator

  • Clear and extensible architecture

ROADMAP

Coming soon:

  • Textured Modules

  • Balcony modules

  • Fireplaces

  • Velux windows

  • Billboards

  • Streetlights

  • Modular electrical cables

Screenshots

Interiors (walls, rooms, stairs, doors, windows, floors)


And it can also be used for 2D buildings designs


Feedback

Feel free to tell me what you would like to see in this tool. I am open to suggestions for improving the workflow or adding modules.

Update – New Textured Walls, Roofs, Doors & Windows!

I’ve just pushed a new update to the Building Architect system, and this one brings a major visual step forward. The generator now applies proper materials and textures to the walls, roofs, doors, and windows, giving buildings a much more complete and believable look right out of the box.

This update focuses on establishing a solid visual foundation for the tool, so you can immediately see the architectural style and structure without relying on placeholder colors.

What’s new

  • Fully textured walls (ground floor + upper floors)
  • Textured flat and sloped roofs
  • Textured doors and windows
  • Improved visual consistency across generated buildings
  • Cleaner previews and a more polished overall appearance

About the missing materials

Some elements—like balconies and a few decorative props—are still using placeholder materials and may appear magenta for now. This is expected and temporary. These objects simply haven’t received their final materials yet, and they will be updated in the next passes.

The core goal of this update was to get the main architectural components textured and functional, and that part is now solid.

What’s coming next

  • Final materials for balconies and props
  • Additional façade variations
  • Continued polish on the inspector UI and workflow








:cityscape_at_dusk: Building Generator — Minor Update: Smarter Wall, Window & Roof Prop Placement

This update brings a significant improvement to the procedural generation system. The wall and window prop generator has been redesigned to better respect floor‑based architectural constraints, resulting in cleaner and more coherent façades.

:wrench: What’s New

  • Props (AC units, cables, signs, pipes, modules, etc.) now place themselves according to the actual height of each floor.
  • Placement is cleaner, more coherent, and more realistic, even on complex buildings.
  • A key step toward a more modular, cleaner, and more robust building generation workflow.

:building_construction: Roof System Improvements

The roof generator has been debugged and upgraded for full control and consistency.

:new_button: Roof Enhancements

  • Precise control over window and chimney placement on the roof.
  • Adjustable spacing, alignment, and maximum quantity for roof elements.
  • Improved logic ensures props never overlap or break silhouette consistency.

:cloud_with_rain: Gutter Behavior Update

  • Gutters now extend naturally along the wall all the way to the top, improving realism and architectural coherence.






:brick: New “Minecraft” Style + Recent Roof System Updates

I’ve just added a brand‑new “Minecraft” style to the Building Architect system. This was mainly a test to validate the flexibility of the pipeline — and it turned out to be extremely easy to set up, customize, and iterate on.

This new style is:

  • fully modular
  • quick to assemble and modify
  • compatible with all existing façade and roof systems
  • ideal for prototyping readable shapes and experimenting with variations

I’ll share new screenshots right after this post.

:wrench: Recent Technical Updates

Several important improvements were made to the roof system over the last few days:

:check_mark: Flat Roof

  • Correct application of rotationOffset on corner modules
  • Unified behavior across corners, edges, and center tiles
  • Proper handling of localOffset for all modules

:check_mark: Sloped Roof

  • Fully unified rotation logic
  • rotationOffset now applied once, cleanly, through the Spawn() pipeline
  • Removal of double‑rotation cases inside Fill functions
  • Full support for localOffset
  • Consistent behavior between edge modules and tile modules
  • Perfect alignment across all rows and sides

These changes make the pipeline much more predictable, easier to extend, and more robust — which is exactly why adding the Minecraft style took only a few minutes.






:fire: Update – Flat Roof Props & Realtime Generation Now Fully Operational

A quick but important update on the Building Architect system.

:check_mark: Flat Roof Props are now fully supported

The FlatRoof pipeline has been completely separated from the SlopedRoof logic. This means:

  • Props on FlatRoof edges spawn correctly
  • Props on FlatRoof center tiles spawn correctly
  • No more interference from SlopedRoof row‑based rules
  • Clean, predictable behavior across all roof types

This was a major structural improvement and significantly increases the reliability of the roof system.

:check_mark: Realtime generation is now stable

The entire building generator now runs smoothly in realtime, even with props enabled. Changes to dimensions, floors, roof mode, or design parameters update instantly in the editor without errors or lag.

This makes iteration much faster and the workflow far more enjoyable.

If you’re testing the tool, feel free to try the new FlatRoof props and let me know how it behaves on your side. More improvements are coming soon.









Stress Test in realtime (All max parameters for dimensions and floors):





Small update on the Building Generator UI

I’ve started reorganizing the inspector to make the workflow clearer and more modular.
Facade settings, wall options, and captured‑facade tools are now grouped in a more logical way, so it’s easier to control which sides can have doors/shops/windows and how façade plans are captured/locked.

No breaking changes to existing designs—this is purely a quality‑of‑life pass to prepare for the next features.

hope you’ll like it like that

[MAJOR UPDATE] Introducing the New Gabled Roof System — Coming in the Next Release!

Hey everyone,

I’m thrilled to share a sneak peek at one of the biggest additions coming to Blackant Master Studio – Building Generator:

** The New Gabled Roof Mode **

This isn’t just “another roof type.” It’s a fully engineered roofing system, built from the ground up to deliver more realism, more flexibility, and more creative power than ever before.

A Fully Modular Gabled Architecture

The new system is designed around clean, predictable modular logic:

  • Smart front/back edge modules
  • Dynamic sloped row generation
  • Automatic master/slave slope handling
  • Optional special ridge row
  • Perfect alignment across all module types

Whether your building is narrow, wide, symmetric, or intentionally weird — the gabled system adapts.

Next‑Gen Roof Prop Placement

Roof props now support:

  • Edge placement
  • Middle rows
  • Last row / ridge
  • Probability, spacing, maxCount, and socket‑based rules
  • Global context to avoid clustering or repetition

Everything works seamlessly across sloped and gabled roofs.

Smarter Generation Logic

This update brings:

  • A clean rowIndex system (edges, middle, last)
  • Full compatibility with existing prop profiles
  • Better separation of front/back/fill logic
  • More stability in edge cases (short roofs, asymmetry, etc.)

The result is a roof generator that behaves consistently and predictably, even under extreme configurations.

Full Support for Custom Modules

You can plug in:

  • Your own edge modules
  • Your own sloped modules
  • Your own ridge modules
  • Your own prop sockets

The system handles the rest automatically.

Why This Update Matters

This upgrade unlocks:

  • More architectural styles
  • More believable roof silhouettes
  • More visual richness
  • A stronger foundation for upcoming premium module packs

It’s a major step forward for the entire generator.

Availability

The Gabled Roof System will be included in the next update, currently in final polishing and testing.

If you have ideas, questions, or edge cases you’d like to see supported, feel free to jump in. Thanks for all your feedback and support — it’s what keeps this tool evolving into something truly powerful.

More soon!



:fire: Building Architect is now live on the Unity Asset Store!

:building_construction: Building Architect – Modular Building Generator for Unity

The modular building generator Building Architect is officially available on the Unity Asset Store: :backhand_index_pointing_right: https://assetstore.unity.com/packages/slug/368760

:gear: What it brings

  • Instant generation of modular buildings
  • Independent flat and sloped roof systems
  • Clean hierarchy for facades, props, and optimization layers
  • Fully compatible with LOD Groups and camera occlusion systems
  • Optimized internal architecture for large-scale scenes
  • Smooth, intuitive workflow directly inside the Unity Editor

:brick: Built for creators

Whether you’re designing a realistic city, a management game, or a level design tool, Building Architect lets you create coherent, modular structures ready for production — without redundant data or complex scripting.

:light_bulb: Available now

:right_arrow: Unity Asset Store – Building Architect Try it, experiment with your own roof and facade combinations, and share your feedback on the forum!