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BuildR 1.0 - Create buildings within Unity

Discussion in 'Assets and Asset Store' started by jasperstocker, Mar 18, 2013.

  1. jasperstocker

    jasperstocker

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    Hi Rocky,
    I'm afraid BuildR doesn't really support roofs like that. You could try the hipped roof but it might not work out the way you want it.
     
  2. jasperstocker

    jasperstocker

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    Hi Don,
    The parapets/gables should have their own texture assignment inside the roof preferences. Gables will fall under roof walls and Parapets should have their own assignment.
    I'll look into fixing the colliders covering generated foundations and that the export is not including the building transform position for the interiors!
     
  3. jasperstocker

    jasperstocker

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    Hi Don,
    The parapets/gables should have their own texture assignment inside the roof preferences. Gables will fall under roof walls and Parapets should have their own assignment.
    I'll look into fixing the colliders covering generated foundations and that the export is not including the building transform position for the interiors!
     
  4. Don-Gray

    Don-Gray

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    If you really have no way to create your circular roofs, either export your model and send it to me or let me know exactly what you want, if you'd like me to build it in Max. PM me.
     
  5. merubian

    merubian

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    Sweet! Was waiting for substance integration that would give even more awesome options.
    Jasper, any idea when this will be included in a new version? Or is it already in?
    At work so can't check atm but can't wait to get home though ^^
     
  6. jasperstocker

    jasperstocker

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    It's not in yet but it will be 'soon'.
    Sorry I can't be more specific
     
  7. merubian

    merubian

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    Great to hear. no worries, it's more an extra then an essential. Would give some nice possibilities though.
     
  8. RewindGameStudio

    RewindGameStudio

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    Hi Jasper,

    We've just been testing out your runtime sample and have adapted it to take floor plan's from our Mapity asset. We've discovered some issues.

    Any suggestions?

    $mb1[1].png
    $mb2[1].png
    $mb4[1].png
    $mb5[1].png
    $mb6[1].png
     
  9. jasperstocker

    jasperstocker

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    Hi guys,
    New version is well on the way and should be out *SOON*
    Basements and stairs are already in. :D
    $buildrBasementStairs.jpg
     
  10. Don-Gray

    Don-Gray

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    Great, will give it a spin once it's done.
     
  11. atmuc

    atmuc

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    Hi Jasper,

    new version look great! have you completed Substance integration? what i sent you was working but not completed code.
     
  12. jasperstocker

    jasperstocker

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    I'm starting on that tomorrow :D
     
  13. jasperstocker

    jasperstocker

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    Version 1.1 just gone into submission approval! Yay

    ADDED Substance support
    ADDED Basements
    ADDED Staircase generation
    ADDED Custom window mesh placement
    ADDED Foundation colliders and textures
    ADDED Texture/Facade/Roof design export and import
    ADDED Collider generation to support interiors
    ADDED Constrain generated building floorplan by area
    Also fixed all the bugs on the list - let me know how it goes with those! Email me with details, thanks!
    Happy building!
     
  14. hopeful

    hopeful

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    Awesome! :)
     
  15. EmeralLotus

    EmeralLotus

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    Totally Wicked.
     
  16. jasperstocker

    jasperstocker

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    This is now live on the asset store.
    Big thanks to atmuc's help getting Substances supported.
    Basements and stairs are now featured as requested.
    You can also now specify a window mesh to be used in bays which will improve interior generation possibilities. No more using textures only. It will use the mesh bounds to place them so it's really as easy as selecting the mesh.
     
  17. atmuc

    atmuc

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    i thank you for making life easier about generating buildings. now it's Allegorithmic's turn to make more window substances :)

    For substance users;

    download free substances from https://www.assetstore.unity3d.com/#publisher/146
    set texture design Type substance
    expand a substance and drag&drop first child item(material) to Procedural Material Field

    To change material features;
    expand a substance and select first child item(material)
    edit it

    you can use the same substance as different materials with different settings.
    select substance
    click + sign on the top right
    it will generate different material
    so you can have different sized, colored brick materials from the same substance.

    i hope this helps to you.
     
  18. ZigMarch

    ZigMarch

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    Hi. I think BuildR is very useful asset.
    But It seems that Version 1.1 is many bugs somewhat in my PC.
    I want these to be fixed.
    -export OBJ isn't work.
    -export texture's setting is wrong.(texture type is sprite)
    -shader setting don't export.(diffuse only)
    -staircase generation isn't work.

    thank you.
     
  19. jasperstocker

    jasperstocker

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    I think I'm going to have to do a quick tutorial video about staircases - like doors it's not immediately apparent how to do them.
    You need to define a building core in floorplan mode to have a staircase so there is a hole for it to go through. Hope that clears that up.
    Export OBJ - it was working when I last checked. I'll have another go at finding bugs but "not working" doesn't give me much to go on.
    Not sure what the sprite issue is, could you elaborate?
    I'll look into supporting more shaders in model export though!
    Jasper
     
  20. ZigMarch

    ZigMarch

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    Thanks for your quick reply!
    And sorry...Now I test export OBJ again,I made a mistake.
    When export OBJ with export collider "simple", exported model don't copy into scene.(export FBX is no problem)
    there is exported model in exported folder.(but collider mesh isn't exported)

    Export texture's setting problem is this.
    $sprite1.jpg
     
    Last edited: Feb 28, 2014
  21. EmeralLotus

    EmeralLotus

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    Great work on the new update.

    I followed the instructions on how to get the substance working on the Demo Flatiron building.

    1. Top of Roof looks great, Side of Roof is tiling too much.
    2. Building front ok, side corners are stretching.

    Here is a screen shot.
     

    Attached Files:

    Last edited: Mar 2, 2014
  22. jasperstocker

    jasperstocker

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    Ooh - some UV calculations going bad there. I'll look into it and update you soon.
     
  23. jasperstocker

    jasperstocker

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    @Zigmarch, I'm not reproducing this behaviour on my side. Everything imports as textures - is there some 2D setting or a texture importer script you're using? Other assets? I can't see how BuildR can affect this, it creates are jpgs and Unity decides how to import them.
     
  24. ZigMarch

    ZigMarch

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    Thank you for your help jasper!!!!

    As you say, I made test project with Default Behavior Mode "2D".
    I didn't understand that default import setting is "sprite" in 2D mode.

    And I noticed how to use stairs just now.
    (I thought that I have only to check "Generate Stairs".)

    There are my terrible mistakes!! I'm sorry to trouble you...
     
    Last edited: Mar 4, 2014
  25. jasperstocker

    jasperstocker

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    No worries ZigMarch - glad to tick another bug off the list :D
     
  26. Setmaster

    Setmaster

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  27. jasperstocker

    jasperstocker

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    @SetMaster or Rorschach,
    Whoops! Need to amend that empty documentation page - thanks :)
    Transparent windows are do-able - a user posted some images a few pages back with them. The texture setting allows you to set a shader which can be any transparent unity shader. I do plan to add basic material support too as that just makes sense now Substances are supported.
     
  28. EmeralLotus

    EmeralLotus

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    Did you have a chance to look at the substance UV issue.

    Do you think this is something that might take some time?
     
  29. Setmaster

    Setmaster

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    That's great, hope you implement it soon.
     
  30. cj31387

    cj31387

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    Do you plan on adding interior wall support? I think having interiors without walls is pointless. Could you add walls that generate inside and or you can draw in (it needs rooms you can make inside the buildings)? Would also be cool if inside those walls some basic mountpoints would generate where you can easily latch some furniture to mountpoints.
     
  31. EmeralLotus

    EmeralLotus

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    +1 Inside walls would be totally Awesome.
     
  32. jasperstocker

    jasperstocker

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    @rocki, uv issue is fixed, pm/email me with your invoice number and I can send you the fix now - otherwise it'll be a few days in asset store approval...
    @cj31387 I have no plans to implement interior walls. Most people think the interior generation isn't pointless (thanks for making me feel like my hard work is pointless!!! ;) ) - it allows you to build your own walls right? Further interior work would likely mean a whole new asset as I'm not willing to increase the price point of BuildR right now. It would be a lot of work creating a usable GUI and system for interior walls and rooms. Sorry. :(
     
  33. cj31387

    cj31387

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    Sorry lol (I thought that sounded kind of harsh). I really like the asset it is really good. I'm just saying it would be nice to at least be able to draw some interior walls in the blueprint mode. What are some workarounds people are using to make interior walls with buildr at the moment? Just export to 3ds max or blender and make them?
     
    Last edited: Mar 12, 2014
  34. jasperstocker

    jasperstocker

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    I guess your options are to export and use an external 3D program, use something like probuilder/gamedraw or just make some walls out of unity cubes...
    The wall mode would be per floor as you wouldn't want just one set of walls for all the floors. It would be great though - you never no - I resisted interior gen for about six months until I caved :D
     
  35. EmeralLotus

    EmeralLotus

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    Buildr is really a Great package and it's definitely gotten more powerful and flexible over time.
    If it had interior walls, then it would be Hands-Down, the Single Source that all developers will have to go to for all their Procedural Building Needs.
    (No interior subcontractors needed)
     
  36. lazygunn

    lazygunn

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    Hey there, did you still intend to add materials? I'm hoping to use non-generic unity materials with buildr quite soon, if possible, so wondered if the ability would be added
     
  37. jasperstocker

    jasperstocker

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    I'm working on an update for BuildR now that will include this. Hopefully by next week I'll have something for you guys...
     
  38. jasperstocker

    jasperstocker

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    I've got an update that includes user chosen materials. PM/Email me with invoice number for info
     
  39. jasperstocker

    jasperstocker

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    This update is now live in the store
     
  40. hlx

    hlx

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    Hi Jasper,

    Your plugin seems very powerful. I am going to buy it soon as I need to populate quickly a lot of city parcels for our driving simulation product. I have some questions :

    1/ Do you plan to use facade images for texturing a facade (i.e. Cityengine does it as a basic way) and after that, be able to subdivide it to place windows, doors,...and so on.

    2/ Do you plan a feature that let the user assigning a texture directly by drag and drop from the project folder to the concerned building's 3D area (i.e. a window)

    3/ I there a way to create openings (doors, window, entriy of a palace,...) that has a specific shape (i.e arabic style with pilars,..see attached screenshot)

    4/ Is it possible to get rounded corners for buildings (via the footprint ?) ?


    Regards,

    Hlx







    $Palace_Entry.png
     
  41. jasperstocker

    jasperstocker

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    1. Not at the moment. It looks nice though!
    2. I'll have a think but I don't know a way you can access that data in Unity as an extension.
    3. Not at the moment.
    4. I'm afraid not.

    So negative :cry:
     
  42. BES

    BES

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    I think your asset is great ...I bet people can make an interior with ProBuilder or any number of "other" modifications.

    With Probuilder can even use the "probuilderize" selection to make modifications to existing model/prefab assets that a bought because I needed something extra ..

    Thank you for making your asset and for keeping it up to date...don't worry about negative people, its impossible for you to be able to cover everything that people want or need ...its why there are other assets on the store...most of them work quite fine together without errors or very minor ones that take about 2minutes to fix.
     
    Last edited: Apr 23, 2014
  43. jasperstocker

    jasperstocker

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    Aww - thanks BES! You made my day :D
     
  44. eridani

    eridani

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    Is this mobile friendly?

    Would it be able to generate a small group of buildings with interiors at runtime on, say, an iPhone 4S?

    Thanks!
     
  45. hlx

    hlx

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    Ok. When you say "not at the moment", can it be on your roadmap or is this far away from your dev goals ? And sad to know that rounded corners seem impossible to do.... IMO, it should be a must have feature, most of the architectural styles get such specific touch even it seems tricky to code it. Any chance to get it ? ;).
    However, congrats for the work already done.

    Regards,

    Hlx
     
  46. daeuk

    daeuk

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    i wonder if this can be customized to build old buildings as well, of different eras?
     
  47. VataRaven

    VataRaven

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    For this asset, no (I asked him myself about it)

    What I would like to see MAYBE, if it's possible, ways to control a way a building looks in age (so holes in them, roof caving in, broken windows, that sort of stuff)

    If this can do modern homes, what would be a nice thing to add, is gutters, to make the home seem more realistic (just a thought). Also, shutters (if you look at some homes, you'll see those shutters outside the window, but i"m not sure if they move or not)

    Maybe more roof variety (I was seeing people asking about different style roof-tops) and roof fences could be something, too (like schools will have them, so kids don't fall off the roof when up there)

    I'm sure there can be so much you could add
     
  48. HeadClot88

    HeadClot88

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    Hey Jasper,

    I am planning on buying this asset. It is on my wishlist ATM really looking forward to using it.

    Is there a demo or trial version available?

    I just need to make sure that it fits my needs :)
     
  49. jasperstocker

    jasperstocker

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    @eridani - not sure. Don't think that's really a mobile project...
    @hlx - i'll translate it to Valve speak - "when it's ready" ;)
    I'm not working on these features right now and I don't plan to for a while. I'm just about to move countries and switch from full time dad back to freelance. I have much on my plate right now :) . However they do sit nagging me on my "wishlist" column in Trello.
    @daeuk - I'd say anything post rennaisance and "not too crazy" is doable. More complex bay shapes are required for older styles in general. See my response to hlx.
    @VataRaven - yeah - there are loads of things that could be added. It's all essentially scope creep and wishlists and so on. I only have so much time to spend on this and it already does more than I ever initially wanted it to.
    @HeadClot88 - there is no trial version, no point in giving out all the code right? Why pay after that. You can find a lot of information on the site here and ask me any questions to fill in the blanks.
     
  50. nos

    nos

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    Just asking but are you able to to walk or destroy buildings like you would in a FPS