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worldbuilder's Introduction

Working on some neato tools for Unity :)

Decent readme coming at some point idk...

Support my coffee addiciton if you're bored or something

worldbuilder's People

Contributors

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Forkers

hafewa pinkuburu

worldbuilder's Issues

Feature: Placement of prefabs from their bounds/mesh centre

Feature Description
Place prefabs based on the centre point of their mesh or bounds.

Reason for feature
This will allow for easier and more accurate placements of prefabs without the need to adjust after. If the prefab origin is offset from the centre, inaccuracies may occur when this is not desired.

Secondly, #1 (Prefab Tiling) will require some of the logic from this feature to correctly function, this provides more reason to implement this.

Feature: SceneView Overlay GUI

Feature Description
Add a GUI that will be used to display placement settings and options.

Reason for feature
The Editor Window should not be utilized for placement settings or features, and just primarily to load assets and anything else prior to placement.

Feature: Transform Manipulation

Feature Description
Add the ability to manipulate the transform of placed objects. This includes:

  • Rotation
  • Scale
  • Position offset - Add an offset to the instance origin to have more placement control.
  • Normal Offset - Rotate the projected normal.

Reason for feature
General features for improved placement and manipulation.

Feature: Builder/Prefab Info Data Type

Feature Description
Add a datatype that will store information about the current object selected to place.

Reason for feature
General base functionality. Provides information that can be collected once and used while placing, rather than caching the information while placing the instance.

Feature: Prefab Tiling

Feature Description
Prefabs can be "tiled" beside existing instances in the current scene. The selected prefab will snap seamlessly against the current mesh face world builder hits. It will attempt to centre the prefab against the face too, allowing for tiling that can be repeated.

Reason for feature
One of the most tedious parts of level design comes from constant duplication/copy-pasting of the same assets that are aligned together. This will speed this up massively, while also providing an easy way to snap any asset against others.

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