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Discussion in 'Assets and Asset Store' started by baha, Feb 11, 2012.
WHAT? I am so happy! I will give this a try TONIGHT!
Check under the GameDraw menu on the top bar of Unity.
That just destroys the uvmapping, 'advanced' is no better. More important, how do I access the polys on the uv editor, they're off the screen
I love this tool, but I agree with hike1, the UV mapping could be improved a bit. I was working with UV mapping quite a bit yesterday.
I ran into the same problem as hike1 in his "Can't access polys up here" as it would pan only so far. I would drag my mesh way down off the grid and then mess with it, so I wouldn't run into not being able to access the polys at the top.
It would be nice to be able to select polys (even from different "children") and be able to map them. I had a wall with a door and the top of the door was one child and the mesh either side of the door was the other. So I had to try and line up the texture of the top with both sides of the door. Would have been nice to be able to select the triangles on that entire wall and just map that wall.
Is it possible to map multiple game objects, or only one at a time? I looked around in the docs but didn't see anything about this.
I can not access the MXD Asset Warehouse. Of course I was able to before but I am getting the same error that other people have reported "Couldn't Connect to Host" Are there any plans to make the asset warehouse available again?
Hey guys, sorry for the delayed response but we're having our heads down coding and rewriting the system to its full potential.
Consider it done, we will have a fantastic UV editor, way better than what is currently available as we have literally rewritten the system, the new core is much faster and stable now, undo\redo is working perfectly and a ton of fixes done as well, we are know focusing on getting the system from the ground up, essential starting with the basic building blocks (procedural primitives, snapping and cloning options as well as the main editing tools) so we will be releasing them as separate tools for the meantime to get tighter feedback loop as it is hard to manage on a bigger scale since we are a small team at the moment with tight budget and in December we will integrate them in the main GameDraw release so expect to see a tool every few days.
currently it is only one at a time but we will have it included in the main release.
Fixed! sorry for the delay but we are migrating everything.
So to give you some updates below are a set of new tools that will be integrated in GameDraw in december but will\or available in the asset store.
We are really working hard on making our vision a reality but it definitely requires a ton of hard work, time and support, this will end up not being only for Unity but we will have it running on all platforms as well (web,windows,mac,linux,iOS,Android,..) so you can download it, share your models or store it in a cloud and access it from anywhere, so please check out http://mxd3d.com/ more information coming soon with more elaboration on the big picture.
This is Unbelievably Awesome.
Will the small releases work during runtime or only in-editor.
Keep up the Innovation, very inspiring.
thanks, words like this will for sure keep us motivated
Yes, they will work on runtime once we finalize, structure and document the API then each tool will have its own documented API and GameDraw will contain all functionality in a single API
soon will put my hands on this nice tool
I prefer 3dsmax for this.
you can use it in conjunction with 3dsmax
I'm trying to get a feel for how your Slice feature works before I buy the Pro version. Is there a video I can look at to see this in action?
It's kind of hard to compare 3DS Max to a $45 tool. Gamedraw is amazing. Thanks Baha!
hi just got gamedraw as part of mxd bundle using with latest unity getting lots of
UnityEngine.Material..ctor (UnityEngine.Shader shader) (at C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/Editor/Graphics.cs:1684)
what causing it?
also i dont have C:/BuildAgent folder? is this the problem...
When using the UV editor, is there a way to scale UVs while maintaining the proper aspect ratio?
It seems one material is not being initialized, will hunt it down
The new UV editor we are working on is way better and uses a Free-form handle to transform UVs which will make the process much easier and faster.
Should I take that answer as "not currently"?
I'm also running into issues rotating UV's, not being able to set the rotation exactly to standard intervals like 90 degrees, 180, etc.
I'm not exactly sure what you mean by freeform handle, but I am most comfortable adjusting things like scale, position, and rotation via numerical input, any chance of adding that to the new UV editor too?
will there be an offer for gamedraw before the release of the new version?
Hi, I'm using GameDraw for a while, very interesting idea and useful product, unfortunately quite buggy on mac os x. Looking forward for new update, any time estimates when you could release it? One thing would be very helpful for me at the moment - is there a way to disable shortcuts, it overrides almost every basic unity shortcut on mac...
Yes, the MXD Bundle contains GameDraw and it is on sale now https://www.assetstore.unity3d.com/#/content/5674
This month we will have the update, I will try to have a beta package included on the asset store in the next few days so anyone can try the new one out!
Does GameDraw work with 3D meshes imported from 3D modeling programs?
Yes it does it works with any 3D model that gets imported by Unity
I asked that question because I may have problem using GameDraw with a large 3D model of a city.
For larger 3D models you might want to use MXD Edit until we update GameDraw with the new data structure, let me know if you don't have it as all GameDraw users get access to MXD Edit since it is the base for the upcoming GameDraw implementation.
How will I get MXD Edit?
pls upload the beta package D: i can't wait
This sir is definitely something i might get! I especially approve of the 2d to 3d tool, which would make speed human modelling far quicker. For everyone's info, you could in my theory take one of your concept drawings in your room or somewhere, say, of a human, then scan it in to your computer and run this epic 2D to 3D tool on it!
For those willing to try this, PM me if it works. if it does, i might consider buying this to help with my blender modelling projects!
I had GameDraw in my project and deleted it again from it. When I start my game, I get several warnings telling me that "a referenced script on this Behaviour is missing". When I double-click the entry in console, in the console gameobjects named "GameDrawManager" pop up. I guess, there's still some GameDraw-stuff hidden somewhere in my scene (probably using hideFlags or so?). How can I delete these?
We will have a small fix for 4.3 and will make these GameObjects visible
Not sure if this has been asked before, but why are the primitives when introduced into a scene so damned big?? Am I doing something wrong?
A* Pathfinding Project conflicts with GameDraw project because of Clipper and Poly2tri libraries. how can i solve this? do you use older version of Clipper? A* Pathfinding has source code but game draw does not so i cannot do anything.
p.s; i also emailed this to you. maybe someone has experienced this problem, so i wrote here too. also i wrote it to another GD thread but the newest message was 2 weeks ago and there was no answer there.
You can solve this by deleting the DLLs of Clipper and Poly2Tri from GameDraw folders, you should be fine keeping the ones from A* path finding project but will check this out and look for you email, sorry for late reply but we are doing our best to answer questions and requests while finalizing the GameDraw update
There is a scale slider that should fix the issue for you or you can fix it using the importer of Unity by selecting all the primitive files and changing the scale in the importer settings.
deleting will not work. you use old version with no namespace, pathfinding uses new one with namespace. I have to start a project. i want to start it with GameDraw. if i cannot i have to start it with ProBuilder
Let me download A* Path finding and check this out
Where do I buy this?!!! Can we make models for a commercialised project. I want this sooo bad link me to the website and I'll buy it!
It's in the asset store like other addons.
Hi i saw The Kids room in yourdemos demo on YouTube and elsewhere , is there place we can download Or buy The Kids room you made in one of yourdemos?
Here is The link
I used a couple of your buildings, rocks, tables in my game demo, try it!
Everytime try to use the warehouse it errors out with this after trying to log in.
SecurityException: No valid crossdomain policy available to allow access
UnityEngine.WWW.get_text () (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/Utils.cs:171)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/EditorApplication.cs:214)
This asset is great , it works really smooth, but it would be better if you enable the import and export features that makes tester or developers to test exported meshes.
i have created terrain and some stuff on that but we can't test it by exporting into some other engines like OSG, Delta3d or Ogre etc....so think on it , it may give a big plus point to this soft.
I'm thinking of purchasing this bundle. Can you answer a few questions?
First, how effective is the poly-reduction tool? Does it give you realtime preview? How does it compare to cruncher ($200)?
Second, do you know if it can work in conjunction with probuilder? I don't want to have conflicts between the two systems. I'm thinking of using probuilder for my bigger items (buildings) and using this package for the assets inside the buildings.
Thanks in advance!
i'm waiting for the update, which should actually be released november 2013
For some reason, I cant move any verts or faces
please see the video
Gamedraw has been a very asset when it was maintained and updated regularly. It seems that this package is a bit neglected at the moment. Can you give some info of the roadmap ?
It would need some trial version, but i baught it and this is great tool to prototype level or for non modeler people.
What it would need :
- Ability to clear seams and make new ones selecting edges or group of faces
- MUST NEEDED : in UV mode, selecting faces in 3D view would select them in UV editor
- UV move/scale/rotate in 3D view directly. Actually you can select faces to extrude, why not proposing to move/scale /rotate UV while in 3D view using mouse ? Not so incredible ot do and would speed up a lot UV mapping, instead of unwrap and use each time UV editor.
UV edito has it's use indeed, but for fast workflow direct UV manipulation would be lot more better
- Symmetry modeling and UV : heavy improvment on workflow
- Adjustable primitives on creation : Cylinder with number segments we could choose, heights we could choose. This usefull one is missing
Thanks for that great plugin, do a lot like GoogleSketchup, but would need some above points to bring top workflow.
Why all created cylinder have same UV ? if i change UV using gamedraw on only one cylinder, all others will have same UV ?
Sorry for this, we have been updating literally everything to a new and powerful structure, you will know more in my next post.
The need solution we've built will give the flexibility to export into other engines or even create outside Unity see my upcoming post.
Cruncher is faster and works with sub materials.
It should work fine with ProBuilder, some users use both.
Sorry for being so late, we have rewritten the system from the ground-up, a lot of things changed, please read my upcoming post
You might need to close one of Unity's default windows like lightmapping or occlusion culling while working on GameDraw but you can re-open them after finishing editing, this is fixed on the upcoming release.
Thanks rocki and I'm really sorry for the late reply! check my upcoming post.
Thanks we will get those done, regarding sketchup check my upcoming post
GameDraw and MXD3D
Dear GameDraw supporters who stood behind us all the way in our long, hard and difficult journey, since the start we wanted to build a special product, a product that stands above anything else, a product that makes it very simple to design and build 3D content, GameDraw was our first attempt, our first step toward achieving our goal and after hearing your feedback, learning and bug hunting "for a long period of time " with our humble and small team we came up with a better solution, a solution that makes it extremely fast to create 3D and simplify it, I won't talk much but will let the videos show it to you
Runs inside Unity, on the web and soon on tablets
Allows saving,sharing and collaboratively building models on the cloud
Access to your models from anywhere
Smart design process, all geometry is represented by "surfaces" that can be moved, transformed modified, copied and filter at any time.
Ensures print-ability of 3D models!
What's in it for you?
Our beloved GameDraw and "other MXD products" supporters who stood behind us all the way will be given special badges, access to special features and premium support once we launch officially, the solution will run in Unity, web and tablets and you will be able to access, edit and share your models from the all deployments.
We are looking for private BETA testers to help us ensure the product is up to the expectations and that we make it as perfect as possible so please if you are interested signup on mxd3d.com and we will send you access soon.
Sign Up for BETA