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Easy Build System V4 - Modular Building System

Discussion in 'Assets and Asset Store' started by AdsCryptoz, Nov 5, 2015.

?

Next functionality to add to Easy Build System ?

  1. Android Compatibility

  2. Third Person Controller Compatibility

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  1. AdsCryptoz

    AdsCryptoz

    Joined:
    Jan 18, 2014
    Posts:
    236
    Hi,

    I think everything is said about the Quick Start function on the Wiki.
    However, It's been a long time that I've not tried the two integrations.
    I will post here in a few days a video to install the three assets together.
    I hope this will be able to help you and other people.
     
    CommunityUS likes this.
  2. CommunityUS

    CommunityUS

    Joined:
    Sep 2, 2011
    Posts:
    240
    That is awesome! I know the project is entering maintenance mode with no future updates planned. Thank you for going the extra mile here. I'll follow up with a review - hopefully you've landed a nice paying gig. I know your work on EBS has shown chops! (pun intended)
     
    AdsCryptoz likes this.
  3. AdsCryptoz

    AdsCryptoz

    Joined:
    Jan 18, 2014
    Posts:
    236
    New tutorial to integrate Invector Controller and Inventory Pro correctly with Easy Build System.
    The tutorial is quite long and require some knowledge of the system, do not hesitate to go to the wiki (here).



    Thanks for these words! the tutorial about both integrations is available, I hope this will help you and others.
    I hope that it does not seem too confusing, otherwise feel free to contact me by email or on discord by pm.
     
    CommunityUS likes this.
  4. rpg_gamer

    rpg_gamer

    Joined:
    Nov 28, 2012
    Posts:
    214
    hey there man, I am trying to use ebs with voxeland, (latest version of voxeland) and I am getting three errors when I enable voxeland support in the setup window : ( i use voxeland and mapmagic in my project)

    Assets\MapMagic\Main\Preview.cs(76,40): error CS1061: 'Voxeland' does not contain a definition for 'Transforms' and no accessible extension method 'Transforms' accepting a first argument of type 'Voxeland' could be found (are you missing a using directive or an assembly reference?)


    Assets\MapMagic\Main\GeneratorsAsset.cs(709,18): error CS0266: Cannot implicitly convert type 'Voxeland5.Voxeland' to 'MapMagic.IMapMagic'. An explicit conversion exists (are you missing a cast?)


    Assets\MapMagic\Main\GeneratorsAsset.cs(750,72): error CS1061: 'Generator' does not contain a definition for 'mapMagicGens' and no accessible extension method 'mapMagicGens' accepting a first argument of type 'Generator' could be found (are you missing a using directive or an assembly reference?)
     
  5. AdsCryptoz

    AdsCryptoz

    Joined:
    Jan 18, 2014
    Posts:
    236
    Hi, does this happen if you delete ebs from your project? (you can try this on a copy of your project).
     
  6. Rmzn0

    Rmzn0

    Joined:
    Jul 24, 2018
    Posts:
    9
    Is there a top-down guide?

     
    Last edited: Dec 12, 2019
  7. AdsCryptoz

    AdsCryptoz

    Joined:
    Jan 18, 2014
    Posts:
    236
    Hi,

    It would seem that the raycasts of your camera enters a collision with other things than your terrain.

    Try to modify the layers (in field Raycast Free Layers) in the Desktop or Android Builder Behaviour (on your Main Camera) component and define only your terrain.

    The top down feature don't require necessary guide.
    You have only needed a Main Camera with anchored transform.

    You will also find an example of the default settings in the scene (Top Down Controller & Dynamic NavMesh).

    Let me know,
     
  8. Rmzn0

    Rmzn0

    Joined:
    Jul 24, 2018
    Posts:
    9
    Thank you.The problem is with the layer.It works well now.
     
    AdsCryptoz likes this.
  9. SpindizzyGames

    SpindizzyGames

    Joined:
    Jun 29, 2017
    Posts:
    108
    It says easybuild works with mirror - how is it networked?
     
  10. AdsCryptoz

    AdsCryptoz

    Joined:
    Jan 18, 2014
    Posts:
    236
    Hi, sorry for the late reply, each action is simply sent by a cmd/rpc.
    The structures are also stored on the server and sync to each client connection.
    You can see a old example here.
     
  11. WeedBurger

    WeedBurger

    Joined:
    Feb 2, 2013
    Posts:
    6
    Does this asset contains function to detect if room is enclosed ?
     
  12. AdsCryptoz

    AdsCryptoz

    Joined:
    Jan 18, 2014
    Posts:
    236
    Not yet, however, you can add a trigger with a script on your foundation that detects if you have the 4 walls is a floor.
     
  13. SpyrosUn

    SpyrosUn

    Joined:
    Nov 20, 2016
    Posts:
    144
    Hi ! I have a game that is using a custom camera, a god like camera, sort of like a simcity/tycoon type game. I have tried using the top down scene, but it looks like EBS is calculating the placement position based on where the player is. In my case, there is no player and so the placement should basically be happening based on where the cursor is. I am assuming that it has something to do with the way raycasting is used, but is there a way to fix that for my case ? Here is an example video of how the top down scene works with my custom camera rig.

     
  14. Dave_LeDev

    Dave_LeDev

    Joined:
    Apr 14, 2015
    Posts:
    33
    While this is primarily geared towards level creation, are there any hard limits in this asset that would prevent it from being used for character or item customization?

    Are nested blueprints supported? Example:
    Tier one: 1m blocks (walls, floors) made with small components
    Tier two: Unbounded buildings (made of previous custom blocks)
    Tier three: Building sets (made with previous building blueprints)

    For large destructible buildings, do you have any suggestions on preventing performance dips?

    Is there anything built-in to handle LOD optimization for blueprints, or will this need to be handled externally?
     
    Last edited: May 9, 2020
  15. BigGnome

    BigGnome

    Joined:
    Nov 10, 2019
    Posts:
    1
    Hi, Guys. I have a error :

    "Can not Instantiate before the client joined/created a room. State"

    using Photon Network Pun 2 integration. Does anybody have a clue, cant find any info about that?!
     
  16. ChickenHero

    ChickenHero

    Joined:
    Jul 18, 2016
    Posts:
    79
    I am creating my own Foundation, but the Foundation can be placed where the Foundation is placed.
    "Avoid Clipping" and "Avoid Clipping On Socket" are set to true with reference to the sample Foundation.
    Are there any other settings to check?

    --- Edit ---
    It was because BuildSurface of BuildManager was AllCollider.
     
    Last edited: Jul 7, 2020
  17. eagleeyez

    eagleeyez

    Joined:
    Mar 21, 2013
    Posts:
    406
    Anyone used this in VR like on the oculus Quest. I thought someone had already adapted it to work in VR
     
    mentalgear likes this.
  18. Pandur1982

    Pandur1982

    Joined:
    Jun 16, 2015
    Posts:
    275
    Missing the Intergrations from Inventory Pro in the new Version, how is that???
     
  19. Lycaena

    Lycaena

    Joined:
    Mar 3, 2015
    Posts:
    10
    The project is dead. no support
    I couldn't find any information about API support, I can't make my own menu and button system.
     
  20. manwitch

    manwitch

    Joined:
    May 28, 2019
    Posts:
    6
    This is not true. If you go to the first post of this thread it clearly says support by email only and gives a link. I needed to ask a couple questions just yesterday and I got a reply with answers in less than 24 hours.
     
  21. Zaddo

    Zaddo

    Joined:
    May 19, 2012
    Posts:
    76
    Is there a discord for EBS?
     
  22. Freshmeat911

    Freshmeat911

    Joined:
    Nov 3, 2016
    Posts:
    79
    Zaddo likes this.
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