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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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    Could you PM me the whole error message. I don't have enough information yet to help.
     
  2. Mad_Mark

    Mad_Mark

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    Actually, since I am just experimenting with it to see what it can do, I commented out the IF statement and it finished creating the file. The level created by Map-ity at level 5 for Road Arch and Level 3 for BuildR is just too large. Unity crashes almost every time I run it. When it runs, its at under 10FPS. Guess I need to figure out how to create smaller OSM levels and stitch 'em together.

    Learned a lot poking around. Seems that the Road Arch created a ton of node markers, in a lot of cases, duplicates, from the OSM data. BuildR did a nice job of placing the buildings it could read and handle. IT did place some duplicate geometry as I thought it might due to the stacked nature of the base and tower structures in Toronto. Also, less than optimal results from both, as I seem to lose that BuildR GUI interface for modifying the individual buildings and create interiors, and the Road Arch I/F for manipulating some of the settings.

    Hopefully a smaller data set and some time for development will overcome these issues. I realize this integration effort is relatively recent and still new. It holds promise.

    I will uncomment the IF statement and try to figure out how I can get smaller segments of OSM data, and in the meantime go back to what I was doing originally. Using a script in Blender to get the OSM, importing the Blender output, and using the blocky building outlines and Google searches to flesh out the buildings.

    If any errors persist, I know where you hang out, Jasper. ;)
    Mark
     
  3. Mad_Mark

    Mad_Mark

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    Jasper,

    Any help on building stacked volumes? I shot you an email asking how I can build a tower on top of a mall structure, and haven't heard back. I would like to be able to build a 40x40 base structure with 2 or 3 floors, and on top of that, build another 20x20 volume that extends 10 floors, with one side extending an additional 4 floors. I want to render interiors and have the core go from bottom to top floor of the tallest volume. Can I do vertical volumes somehow other than creating two buildings and placing one on the roof of the other? Elevators can't pass through the roof, and stairs don't continue to the upper volume. For the time being, I just let stairs end where they end, and place elevators on the outside, but its kludgey...

    I also would like to split the largest top volume or facade that extends from a split level floorplan, horizontally so that I can only render the external walls and simply not render the parts that are covered by the lower volume. Merging volumes didn't seem to do it for me. I have tried creating a façade design that has a single or multiple openings, and placing that in the facade design slot for the affected floors, but there is always at least 2 wall segments at the corners of the façade that I can't get rid of...

    One more thing, the details. When I try to add details to the roof, they jump around instead of slide with the directional placement arrows. The arrows get REAL BIG or real small depending on my rotational view too.

    Thanks,
    Mark
     
  4. twobob

    twobob

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    Generally stacks are provided as separate meshes and then mangled together as a single building.
    Is it the lack of atlasing putting you off that approach?
    That is pretty much how I handle my buildr buildings that are going to be procedurally spawned on uneven flooring.
    Stacked simple baseplate, house.
     
  5. Mad_Mark

    Mad_Mark

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    No, I am trying to replicate actual existing buildings and the way they are built is a ground floor mall level, and a tower that is less than the full footprint of the mall level, with escalators between the mall levels, stairs and elevators from mall level to top floor. If I build the tower and the mall separately, there is no "core" containing stairs and a hole for placing my scripted elevator in that can pass through all levels unimpeded. The mall has to have a roof.

    If I could make the tower as a volume of the mall, but at a higher elevation, I could in theory, create one core that would start at ground level and reach the top of the tower.

    Here's a pic of what want to accomplish (big one is stacked, notice the stairs I made outside to allow the player to get past the mall roof. Smaller one is built with overlapping volumes. Walls appear inside the building.)
    upload_2015-3-27_16-50-0.png
     
  6. Hedonsoft

    Hedonsoft

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    Hi. Just getting started with BuildR, watched the videos I'm having trouble understanding how facades work, particulariy how to control the number of windows generated. Also I followed along with the door video but I think I'm missing something. When I create the door bay it tiles across the whole facade. How do I create just a single bay?
     
  7. jasperstocker

    jasperstocker

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    So the facade repeats the pattern along the facade width. If you just want a door with walls either side then you need to add bays that are just walls, no windows and then add them to the facade pattern.
     
  8. Hedonsoft

    Hedonsoft

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    Thanks Jasper! Amazing how little time it took to learn my way around. Really great jobl.
     
  9. sgtkoolaid

    sgtkoolaid

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    I have a issue with the textures going throughout the entire model. it will do one side with no issue with a new window texture, but only up to part of another side, and then the rest not at all.

    here is the error I am getting.

    NullReferenceException: Object reference not set to an instance of an object
    BuildrGenerateModeEditor.SceneGUI (.BuildrEditMode editMode, .BuildrData data, Boolean shouldSnap, Single handleSize) (at Assets/Buildr/Editor/BuildrGenerateModeEditor.cs:63)
    BuildrEditModeEditor.OnSceneGUI () (at Assets/Buildr/Editor/BuildrEditModeEditor.cs:135)
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
    UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1986)
    UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1351)
    UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1187)
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

    Thoughts on what it could be?
     

    Attached Files:

  10. Tinjaw

    Tinjaw

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    Today was the first time I tried to use BuildR. One error that kept showing in the console was...

    Failed getting triangles. Submesh 1 has no indices. Mesh asset path "Assets/Scenes/Test Scene 01.unity" Mesh name "mesh 1"

    Any idea what might be causing that? Am I forgetting to do/set something?
     
  11. sgtkoolaid

    sgtkoolaid

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    I just want to know why one side of the building textures properly, but the other sides do not. kind of puzzled. in the meantime until this is sorted out I guess I will just use probuilder to model my buildings. kind of unfortunate :(
     
  12. ksam2

    ksam2

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    It just support Legacy shaders and doesn't work with PBS shaders like Unity5 standard shader.
     
  13. jasperstocker

    jasperstocker

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    Yay - the forum didn't tell me you guys were asking stuff of me here. Again - if you have URGENT BUGS/QUESTIONS EMAIL ME. The forums are REALLY RUBBISH at keeping me informed.
    BuildR supports user materials though I have just received a report that there is an issue in 5.2 so I'm checking that out at the moment and will provide a fix shortly.

    @sgtkoolaid - I don't really get your issue from the image - it's really dark (but looks cool!). I'll look at the error code you posted and see if I can figure something from that.

    @Tinjaw - I'll look into that error but if you could email me some more specifics on what you were doing at the time of the error.

    @ksam2 - emailed/facebooked you already. No need to contact me on so many channels! :eek:P

    Again guys - email is the best route for support/questions. I'm rarely on the forum unless it tells me. Unfortunately, this forum consistently drops email notifications over the years so it's not a good place to get timely support. I almost always respond to emails within 24 hours. I'm sorry it's been a couple of months for some of you guys!

    Jasper
     
  14. ksam2

    ksam2

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    So you didn't answered my last question. you told me choose "User" and put you're own material but It just works with legacy materials and doesn't work with PBS and unity 5 standard materials.
     
  15. jasperstocker

    jasperstocker

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    "BuildR supports user materials though I have just received a report that there is an issue in 5.2 so I'm checking that out at the moment and will provide a fix shortly."

    It's a bug that I'm currently fixing...
     
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  16. ksam2

    ksam2

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    It's not just a problem with Unity 5.2. it is same on Unity 5.1.0f3 too.
    If you put a normal map on your PB material building became totally white and if you use "Tangents" it looks like below pic.

     
  17. sgtkoolaid

    sgtkoolaid

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    if you look at the image and see how some windows are textured, but some others aren't they look black, this is the issue I am having. How do I remedy this?
     
  18. jasperstocker

    jasperstocker

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    I'll have to take a look but it'll be related to the error stack trace you provided.
     
  19. ksam2

    ksam2

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    Can you please answer my issue with Tangent? it looks like below pic when I click on "Tangents"

    I really count on this cool asset and already lose lots of times. We're working of a little company and every day cost us some money. we have to decide soon to use this asset or not. then please fix this cool asset soon.
     
  20. sgtkoolaid

    sgtkoolaid

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    can you message me when you find a solution?
     
  21. jasperstocker

    jasperstocker

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    There's a new build I'm working on right now - I've just got one more thing to fix and then it's done. Maybe next couple of days guys. Thanks for your patience.
     
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  22. jasperstocker

    jasperstocker

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    New version 1.2 is uploaded to the store and should be live shortly.
    Please email me if your issues still appear.
    Normals and Tangents are now calculated at generation time so normal maps are supported out the box rather than having to press that silly button.
    Added a bonus roof access too! Flat roofs will have staircases generated through to the top of the building now.
    Yay
     
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  23. ksam2

    ksam2

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    Thanks for cool stuffs
     
  24. Mad_Mark

    Mad_Mark

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    Oh you are a good man Jasper!
    That rooftop access is a great big YAY!!

    Cheers!
    Mark
     
  25. MS80

    MS80

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    BuildR is totally great and suits perfectly into my next project!

    But I recognized a few issues with BuildR and Unity5:

    - parapet faces: the upside / downside faces of the parapet are very very dark. Maybe there is something wrong with the face normals?! It's even more visible after baking and viewing irradiance (assigned texture & material is correct)

    - export: building export does not always work correctly => rarely: missing parts, strange UV's, wrong orientation

    - lightmap baking: after reopening the scene or building to a standalone the baked lighting on BuildR buildings is missing ?! Now and then strange things happens after baking: lightmap UV's seem broken or tiled and it is impossible to recreate the lightmap UV's. Maybe it's the best to export a building before baking?!

    - editing floorplan often breaks building => Error:
    ArgumentOutOfRangeException: Argument is out of range.
    Parameter name: index
    System.Collections.Generic.List`1[BuildrFacadeDesign].get_Item (Int32 index) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:633)
    BuildrBuilding.Build (BuildRUtil.DynamicMesh _mesh, .BuildrData _data, UnityEngine.Rect[] uvConstraints) (at Assets/Buildr/Scripts/BuildrBuilding.cs:142)
    BuildrBuilding.Build (BuildRUtil.DynamicMesh _mesh, .BuildrData _data) (at Assets/Buildr/Scripts/BuildrBuilding.cs:27)
    BuildrEditMode.UpdateRender (renderModes _mode) (at Assets/Buildr/Scripts/BuildrEditMode.cs:344)
    BuildrEditMode.UpdateRender () (at Assets/Buildr/Scripts/BuildrEditMode.cs:235)
    BuildrEditModeEditor.OnInspectorGUI () (at Assets/Buildr/Editor/BuildrEditModeEditor.cs:379)
    UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1211)
    UnityEditor.DockArea:OnGUI()


    I am using Unity 5.2, it seems in Unity 4.6 everything is ok?! Any idea how to fix these issues?
    Thanks in advance




    BuildR_parapet.jpg
    BuildR_parapet_irradiance.jpg
     
    Last edited: Oct 18, 2015
  26. jasperstocker

    jasperstocker

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    Thanks for the report MS80, I'll take a look and update...
     
    MS80 likes this.
  27. MS80

    MS80

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    Thanks, that was fast... I have edited my post in the meantime as I found some other issues with Unity5.2!
     
    Last edited: Oct 18, 2015
  28. MS80

    MS80

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    Any news / progress, especially of the parapet faces??
     
  29. subzer0

    subzer0

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    @jasperstocker I remember there was a free lite version, but I can't seem to find it.
    Did you remove it ? :(
     
  30. geniodella

    geniodella

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    Hi Jasper,
    i am trying to fit the building i created with some space i have in my level but when i change the scale of the building
    a message pops up saying : warning ! the scale is not 1,1,1 ... how can i change the size of the building?
     
  31. jasperstocker

    jasperstocker

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    @geniodella If you need to change the scale of a building, I'd advise exporting it as a model.
    @subzer0 BuildR Lite was discontinued - 2 people bought it over it's 12 month lifetime... (it wasn't free)
     
  32. TokyoDan

    TokyoDan

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    I just started using BuildR and I'm trying to use Generate Mode but I get all kinds of errors (Windows 10 + Unity 5.3.2). And this is in a completely new and clean project with just the BuildR asset imported:

    UnityEditor.DockArea:OnGUI()UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1231)BuildrEditModeEditor.OnInspectorGUI () (at Assets/Buildr/Editor/BuildrEditModeEditor.cs:247)NullReferenceException: Object reference not set to an instance of an object


    UnityEditor.DockArea:OnGUI()Unexpected top level layout group! Missing GUILayout.EndScrollView/EndVertical/EndHorizontal?


    UnityEditor.DockArea:OnGUI()Unexpected top level layout group! Missing GUILayout.EndScrollView/EndVertical/EndHorizontal?


    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1242)UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1405)UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2056)System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)BuildrEditModeEditor.OnSceneGUI () (at Assets/Buildr/Editor/BuildrEditModeEditor.cs:135)BuildrGenerateModeEditor.SceneGUI (.BuildrEditMode editMode, .BuildrData data, Boolean shouldSnap, Single handleSize) (at Assets/Buildr/Editor/BuildrGenerateModeEditor.cs:63)NullReferenceException: Object reference not set to an instance of an object
     
  33. jasperstocker

    jasperstocker

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    I'll check that out. Thanks for providing the full error log! :)
     
  34. TokyoDan

    TokyoDan

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    Thanks,

    I am trying to export a building but can't because in the Export Options it shows "Null Texture Error". But I am using only two textures. One for the Bricks, one for the Window, and for the Roof I am using just a Unlit/Color shader which requires no texture.
    The textures are there and are from BuildR's main Textures folder.

    Disregard this as I figured out the problem. For the Roof the Unlit/Color shader was causing the error. So I swapped it with a Legacy/Diffuse with a texture and that fixed it.
     
    Last edited: Feb 21, 2016
    hopeful likes this.
  35. hopeful

    hopeful

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    Not really.

    BuildR was updated just a few days ago, on the 15th, and the developer responded to you today.
     
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  36. Tinjaw

    Tinjaw

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    I am using BuildR with Real World Terrain. RWT is using the BuildR API to create buildings. I am getting some errors and I believe they are on the BuildR side. They all seem to be related to buildings with Hipped roofs. There are two types of errors (that I believe are related)

    Example One
    Code (CSharp):
    1. Node boundary error! node id: 26
    2. UnityEngine.Debug:LogError(Object)
    3. JStraightSkeleton.Skeleton:CheckBounds()
    4. JStraightSkeleton.Skeleton:ShinkPoly()
    5. BuildrRoof:Hipped(BuildrVolume, BuildrRoofDesign) (at Assets/Buildr/Scripts/BuildrRoof.cs:601)
    6. BuildrRoof:Build(DynamicMesh, BuildrData, Boolean) (at Assets/Buildr/Scripts/BuildrRoof.cs:69)
    7. BuildrRoof:Build(DynamicMesh, BuildrData) (at Assets/Buildr/Scripts/BuildrRoof.cs:25)
    8. BuildrEditMode:UpdateRender(renderModes) (at Assets/Buildr/Scripts/BuildrEditMode.cs:345)
    9. RealWorldTerrainOSMBuildREditor:CreateBuilding(RealWorldTerrainContainer, RealWorldTerrainOSMWay) (at Assets/Infinity Code/Real World Terrain/Scripts/Editor/RealWorldTerrainOSMBuildREditor.cs:256)
    10. RealWorldTerrainOSMBuildREditor:Generate(RealWorldTerrainContainer) (at Assets/Infinity Code/Real World Terrain/Scripts/Editor/RealWorldTerrainOSMBuildREditor.cs:309)
    11. RealWorldTerrain:GenerateBuildings() (at Assets/Infinity Code/Real World Terrain/Scripts/Editor/RealWorldTerrain.cs:392)
    12. RealWorldTerrain:Update() (at Assets/Infinity Code/Real World Terrain/Scripts/Editor/RealWorldTerrain.cs:1063)
    13. UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
    Example Two
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. JStraightSkeleton.Skeleton.ShinkPoly ()
    3. BuildrRoof.Hipped (.BuildrVolume volume, .BuildrRoofDesign design) (at Assets/Buildr/Scripts/BuildrRoof.cs:601)
    4. BuildrRoof.Build (BuildRUtil.DynamicMesh _mesh, .BuildrData _data, Boolean ignoreParapets) (at Assets/Buildr/Scripts/BuildrRoof.cs:69)
    5. BuildrRoof.Build (BuildRUtil.DynamicMesh _mesh, .BuildrData _data) (at Assets/Buildr/Scripts/BuildrRoof.cs:25)
    6. BuildrEditMode.UpdateRender (renderModes _mode) (at Assets/Buildr/Scripts/BuildrEditMode.cs:345)
    7. BuildrEditMode.UpdateRender () (at Assets/Buildr/Scripts/BuildrEditMode.cs:235)
    8. BuildrEditMode.Start () (at Assets/Buildr/Scripts/BuildrEditMode.cs:135)
    9.  
    What data do you need from me to help you troubleshoot this?
     
  37. TokyoDan

    TokyoDan

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    Yeah. I see that now in the release notes, and in the Asset Store Version: 1.31 (Feb. 15, 2016). I missed that and I was going by the info in the Asset Store that says package submitted using Unity 4.5.4 and 5.0.0. So I assumed that it has not been tested with any version of Unity newer than 5.0.0. My bad and I apologize.
     
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  38. Tinjaw

    Tinjaw

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    Follow up to this.
    I worked with the author of Real World Terrain to use only flat roofs on anything with more than four nodes and the errors go away.

    So it looks like BuildR was choking when trying to render hipped roofs on those buildings. If that is the case, maybe a error message mentioning more than four nodes would be more helpful.
     
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  39. jasperstocker

    jasperstocker

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    @Tinjaw - yeah, there was a bug that got in the way of the report about that. There is a new version updating in the store now that should fix that and report hipped roof generation failure correctly and fall back to flat roofs gracefully.
     
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  40. TokyoDan

    TokyoDan

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    Is there a way when procedurally generating a building to specify square buildings where all corners of the floorplan are 90 degrees?
     
  41. jasperstocker

    jasperstocker

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    You'd have to check out the script BuildrRuntimeGenerator.cs
    lines 182 - 185 is what you should take a look at.
     
  42. TokyoDan

    TokyoDan

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    Thanks.
     
  43. sgtkoolaid

    sgtkoolaid

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    i am looking for a building generator that allows a mix of procedural and prefab/modular pieces of buildings, e.g. cornices, quions, windows, doors, columns, fire escapes, among other things. Does this have the ability to fit this? I need something that allows my team to build a large number of buildings fast but also allow a level of flexibility in detail (making complex building such as arches for windows, etc ) does this do that? is there an evaluation copy I can use to test out for a certain amount of days? I just don't want to risk spending $80 for something that does not fit our needs,(cyberpunk city We have to model out by the way) but I also do want our programmer having to waste time building a generator for us when there is something popular and effective. please get back to me jasp :) thanks.
    ***good thing is it has substance support as this is vital, but the rest I need to know. :)
     
  44. TokyoDan

    TokyoDan

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    I just looked but have no idea what angles those range numbers represent. It'd be nice if there was an option to specify only square buildings when procedurally generating them. I seldom see buildings with such weird angled corners.
     
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  45. fred_gds

    fred_gds

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    Hey,
    I have a problem with buildR as it seems that sometimes it looses the data of the buildings. And then it is impossible to modify the buildings. The mesh of the buildings is still there and the textures in the Builr Edit Mode script still seem to be there some other data is missing and I get following errors:

    NullReferenceException: Object reference not set to an instance of an object
    BuildrBuildingCollider.BuildSimple (BuildRUtil.DynamicMesh mesh, .BuildrData data) (at Assets/Buildr/Scripts/BuildrBuildingCollider.cs:53)
    BuildrBuildingCollider.Build (BuildRUtil.DynamicMesh _mesh, .BuildrData _data) (at Assets/Buildr/Scripts/BuildrBuildingCollider.cs:28)
    BuildrEditMode.UpdateCollider () (at Assets/Buildr/Scripts/BuildrEditMode.cs:450)
    BuildrEditMode.UpdateRender () (at Assets/Buildr/Scripts/BuildrEditMode.cs:236)
    BuildrEditMode.Start () (at Assets/Buildr/Scripts/BuildrEditMode.cs:135)

    NullReferenceException: Object reference not set to an instance of an object
    BuildrEditModeFacades.InspectorGUI (.BuildrEditMode editMode, .BuildrData _data) (at Assets/Buildr/Editor/BuildrEditModeFacades.cs:55)
    BuildrEditModeEditor.OnInspectorGUI () (at Assets/Buildr/Editor/BuildrEditModeEditor.cs:301)
    UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1231)
    UnityEditor.DockArea:OnGUI()

    NullReferenceException: Object reference not set to an instance of an object
    BuildrEditModeFloorplan.SceneGUI (.BuildrEditMode editMode, .BuildrPlan plan, Boolean shouldSnap, Single handleSize) (at Assets/Buildr/Editor/BuildrEditModeFloorplan.cs:35)
    BuildrEditModeEditor.OnSceneGUI () (at Assets/Buildr/Editor/BuildrEditModeEditor.cs:94)
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
    UnityEditor.SceneView.CallOnSceneGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2056)
    UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1405)
    UnityEditor.SceneView.OnGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1242)
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)


    Is there any way to recover the buildings form that state or do I have to seek I have to use a previous backup and loose my work? Also I would appreciate it if in the future BuildR would automatically save the data at a safe place so that this will not happen again and again (it is at least the 3rd time it happened to me).
     
  46. jasperstocker

    jasperstocker

    Joined:
    Jul 7, 2010
    Posts:
    429
  47. TokyoDan

    TokyoDan

    Joined:
    Jun 16, 2012
    Posts:
    1,080
  48. sgtkoolaid

    sgtkoolaid

    Joined:
    May 11, 2010
    Posts:
    898
    rebumping my post in hopes someone or the author answers me. :(
    i am looking for a building generator that allows a mix of procedural and prefab/modular pieces of buildings, e.g. cornices, quions, windows, doors, columns, fire escapes, among other things. Does this have the ability to fit this? I need something that allows my team to build a large number of buildings fast but also allow a level of flexibility in detail (making complex building such as arches for windows, etc ) does this do that? is there an evaluation copy I can use to test out for a certain amount of days? I just don't want to risk spending $80 for something that does not fit our needs,(cyberpunk city We have to model out by the way) but I also do not want our programmer having to waste time building a generator for us when there is something popular and effective. Can we make complex buildings or are we stuck with simple ugly blocky buildnigs with Buildr? please get back to me jasp :) thanks.
    ***good thing is it has substance support as this is vital, but the rest I need to know. :)
     
  49. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,643
    In lieu of an official response, or by someone who is a regular user of this plugin, I'd say no ... BuildR doesn't do all that. I'm not aware of a plugin that does, either.
     
  50. sgtkoolaid

    sgtkoolaid

    Joined:
    May 11, 2010
    Posts:
    898
    i figured. I am using GTX Ghosttown which helps a ton, but still lacks some real UVmapping features, but the best thing I can think of from a node based procedural standpoint. but prefab wise our programmer is now building a prefab building editor similar to Ninja City (which unfortunately is quite broken in the state it was left in by the creator which is unfortunate) so hopefully soon I can get some work done lol. reptile<--kind good, but hasn't been updated since middle of sept 2015 lol. oi vey. I am surprised there is no real good robust modular prefab building editor available. perplexes me to no end.