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Octave3D-Level Design - Snapping, Prop placement, Multi-Prefab painting

Discussion in 'Assets and Asset Store' started by XGT08, Aug 10, 2016.

?

Do you prefer written documentation or video tutorials? (regarding the Octave3D remake)

Poll closed Jun 10, 2023.
  1. Written documentation

    68.8%
  2. Video tutorials

    31.3%
  1. RoyBarina

    RoyBarina

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    It is lol one of the checks is redundant in that case, you know your code better ;)
    So I guess the count check is the important bit, because I wanted to exclude anything that is not a "structure", "wood" or a "house" and with the count check I'm getting this (which is what I desire):
    with count check.png
    Without the count check (the original code) I'm getting other "extra" things like this:
    without count check.png

    Correct, but it also show any other prefabs that only have the "Props" tag and any other prefabs that only have the "Village" tag because those prefabs only have active tags :)
    Like in the image above, it shows all the prefabs that only have the "wood" tag which I wanted to exclude.

    So I think without the count check is inclusive and with the count check is exclusive filter, "only show prefabs that exclusively has all the active prefabs".

    I'll work on my explanations skills... :p

    Thanks,
    Roy



    BTW on this image:
    without count check.png
    Those purple triangles is some part of a water prefab with some displacement shader (you know ,water..) which resides in the active scene that somehow got snacked into the preview :confused:
     
    Last edited: Sep 27, 2021
  2. XGT08

    XGT08

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    Hi Roy,

    I think I understand what you mean regarding the tags. My intention was to make it so that any prefab whose tags are ticked as active will be shown. Any other extra tags which are active (which may be associated with other prefabs) should not affect that. For the moment, I would like to leave it like this if it's ok with you. Moreover, prefab tags will be removed in the overhaul which I have planned for quite some time now.

    Regarding the water, I will have to check that. The preview thing is a bit tricky to get right, so I can't make any guarantees, but I can see how it can be a problem if it takes space in the previews.

    Cheers,
    Andrew
     
    RoyBarina and Duffer123 like this.
  3. RoyBarina

    RoyBarina

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    Oh didn't knew you are dropping this I wouldn't bother you about that at all! sorry for the hassle and thanks for even considering it :)
    BTW hope our fellas from Sirenix have already started on that redistributable version of Odin ;)

    It's rare and I wasn't able to reproduce it so far..


    Mucha gracias,
    Roy
     
  4. Moe-Mogare

    Moe-Mogare

    Joined:
    Apr 16, 2015
    Posts:
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    My Question is when will you make more video Tutorials, its a great asset just needs more videos, also I would suggest an easier way to create the stairs, & ceiling because. The Ceiling I don't have one & can't make one, I hope you had a way to basically flip the textures of a wall for example to turn it into a ceiling.

    As for the stairs there needs to be a way to designate a separate section for it where its automated instead of just to build it. As it stands this tool is great for prop selections, but not building a home especially with the ceiling issues. Needs more videos, I never understand how someone creates an ass
     
  5. XGT08

    XGT08

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    Hello,

    There are no video tutorials currently planned. I am working on a remake of the plugin and I will record tutorials when it is ready for release.

    The plugin does not support modelling functionality. You need pre-made prefabs to place objects in the scene.
     
  6. Jinxed_It

    Jinxed_It

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    Jan 14, 2014
    Posts:
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    No matter what I am trying and how many videos I watch, I can't get the objects I want to place to not snap to the grid, but to my meshes. :( Hover objects, different place tool, hotkeys, i tried it all but nothing seems to help. Any ideas?
     
  7. ZhangPeng1

    ZhangPeng1

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    Oct 27, 2017
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    hi,i need help.
    i follow the tutorials step by step,but it generates the gameobjects out side the 'World' Gameobject,and i dont know why,pls help me:(
     
  8. XGT08

    XGT08

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    Hi there,

    Things have changed a bit since the initial release. You now have to use object groups for this purpose.
    Please see this video.

    Cheers,
    Andrew
     
  9. XGT08

    XGT08

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    Hi there,

    What placement tool are you using (PointAndClick, Decor Paint, Path, Block)?

    If you want to snap objects together, I suggest you use object-to-object snapping. Video here.
    If you want to place props on top of other meshes, Decor Paint mode should do the job. Video here.
     
  10. Sapien_

    Sapien_

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    Hey when ever I'm doing the line placement or scale placement. The objects offset.
     
  11. ZhangPeng1

    ZhangPeng1

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    yeah,it works ! Thanks
     
  12. XGT08

    XGT08

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    Hello,

    What do you mean by line and scale placement?

    Cheers,
    Andrew
     
  13. Sapien_

    Sapien_

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    Sorry for using the wrong words. I meant path and block.
     
  14. XGT08

    XGT08

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    Ok. No problem.

    You mean that the objects are offset from the positions indicated by the white boxes? Can you show me a screenshot of this? Or a small recording?

    Also, if you have the rights to share a prefab that is causing such issues, it would be great. Only if it is possible of course.

    Thanks,
    Andrew
     
  15. Twingey

    Twingey

    Joined:
    Sep 8, 2018
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    Hello,

    I'm having an issue with the Block and Path functions. I'm using a modular pack and attempting to use Block to make a long wall but it's not allowing me to place the wall object. When I click to start the beginning of the path/block, it never allows me to move the mouse to select the area I want the wall to be placed. I've attached a GIF to explain what I mean. I've had no issue placing ground planes using the same settings, it's just when the planes are rotated to resemble a wall they won't allow me to use Path/Block. I've tried both clicking to start the Path/Block (like I successfully did with the floor) and drag with no luck. If anyone could help me figure this out that would be great! Thanks!

    GIF to my issue: https://gyazo.com/37bb00a02c03553922c3b8b973e9c6e9
     
  16. Twingey

    Twingey

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    I figured this out so no worries! If anyone is having the same problem (and an idiot like me) it was just the child of the prefab needed to be rotated so the green box is perpendicular with the mesh instead of the ground.
     
  17. binzydev

    binzydev

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    In the Decor Paint Brushes section, is it possible to select all or multiple prefabs to edit all config at once? It's randomizing the scale by default and it's really annoying going 1 by 1 to change that setting.

    Thanks
     
    Last edited: Oct 24, 2021
  18. XGT08

    XGT08

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    Hello,

    No, unfortunately this is not possible.

    The sprites are infinitely thin along the Z axis so that path/block can not be extended in that direction. You need to press E in order to change the extension plane (the green square) until it is aligned with the sprite plane.
     
  19. Jinxed_It

    Jinxed_It

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    Sorry, lots of stress here so it took me some time.

    When I enable Object to Object snapping it changes nothing at all, the object is still just moving on the grid, ignoring any objects, as if the function is just not doing anything. It doesn't matter what I test, turning it on/off changes nothing in the functionality. :(

    I am working on a skyscraper atm and would love to be able to place lots of trash/clutter quickly on the different floors, but the grid (which is above the tower, itself) is sadly where every single item always tries to snap to.
     
  20. StupydHors

    StupydHors

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    Oct 25, 2016
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    Hey, I am wondering if you enforce license requirements for Octave in such a way as to

    a) require all persons with access to source code to have a license

    b) require only people who work on a project daily to have a license

    c) require only people who actually use Octave (not Sound Designers, QA personnel etc...) to have a license.


    Thank you for your time.
     
  21. XGT08

    XGT08

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    Hi there,

    License requirements are established by Unity. As far as I know I have no control over that. Best to contact Unity support about this.

    Cheers,
    Andrew
     
  22. XGT08

    XGT08

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    Hi there,

    From what I understand you need to use Decor paint mode here. After activating Decor paint, you can check the Ignore grid toggle. This will place objects on meshes only.

    PaintMode.png
     
  23. Quentin_Arragon

    Quentin_Arragon

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    Aug 30, 2015
    Posts:
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    Hi,

    I installed Octave3D in a Unity 2021.1.24f1 project.

    In Object Placement mode / Point & Click, I started to place some cubes in the scene but I can't place them at another height than 0. Even if my cursor is over existed cubes.

    The cube prefab has a box collider attached to it. They are in the default layer.

    When I try the T hotkey over a cube to snap the grid, it does nothing.

    Is there an option about layers that I'm missing to enable the detection of the cubes ? Or maybe Unity 2021 is not supported ?
     
  24. Quentin_Arragon

    Quentin_Arragon

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    Hi,

    I read on a previous post that the Alt key could create some problems with the hotkeys. So I played with the Alt key while pressing T, and now it works. I can snap the grid to existing objects and the object selection mode works too.

    Also I couldn't place my cubes on top of each other because the "Enable object surface grid" was disabled.
     
    Last edited: Oct 29, 2021
  25. XGT08

    XGT08

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    Hi there,

    Yes, the ALT key can cause issues... But I am glad to hear it works.

    Yes, "Enable object surface grid" is what you need. You can toggle it using the W key.

    Cheers,
    Andrew
     
  26. Eyehawk

    Eyehawk

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    Posts:
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    Hi there,
    I have an odd problem that popped up today: I am unable to left-click select objects or delete them with Octave anymore. When I click game objects in Select or Delete mode, nothing happens.

    I am however, still able to add objects to the scene with no problem. I'm not sure if I my have hit a hotkey or something silly. This has happened across every scene, including a brand new one I created from scratch to test with.

    Weirdly enough, I rolled back in Git to an earlier build that worked fine with Octave, and it doesn't work there either, which leads me to suspect there's something going on with the Unity Editor itself.

    I've scanned through the forum, but didn't notice a similar issue. I'm currently using Unity 2020.3.14

    Has anyone had a similar issue?
     
  27. Eyehawk

    Eyehawk

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    Well this is really odd, after 2 days of having this problem, it seems to be working properly again. I can't be certain, but as I was demonstrating the problem to someone else with the ineffective single left-clicks, I believe I double clicked on an object in Select mode, and it seemed to fix it include Delete mode. Very weird, but I'm glad I can go back to making my game again. :)
     
  28. XGT08

    XGT08

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    Hi there,

    I am sorry I can not be of any assistance in this matter. I know there are sometimes issues with the hotkeys, but I am not able to say what is causing it. I think what should work is (if it happens again), try to switch to play mode and back.

    Cheers,
    Andrew
     
  29. Eyehawk

    Eyehawk

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    Hey Andrew, no worries it seems to be back to normal now. Thanks for the play mode toggle trick - I’ll try that in future if I come across it again.
    Cheers,
    Joe
     
  30. WryMim

    WryMim

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    Mar 16, 2019
    Posts:
    67
    Hello everyone. Need help. Unity 2021.2.

    There is a World object with an Octave3D script on it.

    How can I make prefabs be created inside the World object ??

    For me, each prefab is created at the root of the scene.

    Why is it so not obvious ?? I don't need categories, I just want to create all prefabs inside World
     
  31. WryMim

    WryMim

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    In your tutorial video, prefabs are initially created inside World. Why is it wrong with me ???
     
  32. XGT08

    XGT08

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    Hi there,

    Things have changed a bit since the initial recording. You now have to use Object Groups. Please have a look at this video.
     
  33. WryMim

    WryMim

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    1. Asset doesn't work in Unity 2021.2 (when using undo the editor crashed). This happens when several scenes are open and there is no active scene with Octave3D (in earlier versions the editor works fine).

    2. Not being able to create prefabs within the World object itself (Octave3D) is downgrade

    Changed the code:

    Code (CSharp):
    1. - class ObjectPlacement
    2. - method RespondToMessage
    3.  
    4. // Assign objects to custom layer if necessary
    5. if (!Settings.SpawnInPrefabLayer) {
    6. ....
    7. }
    8.  
    9.                     // DOTO: Spawn prefabs inside Octave3D
    10.                     var holder = Octave3DWorldBuilder.ActiveInstance.transform;
    11.                     foreach (var parent in placedObjects)
    12.                     {
    13.                        
    14.                         parent.transform.SetParent(holder);
    15.                        
    16.                     }
    17.  
    18.  
     
    tgentry likes this.
  34. RoyBarina

    RoyBarina

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    Is there a way to ignore bounding box when placing objects using path\block tool? can't find any..

    My problem is that my prefabs are a bit bigger than the grid but I still want them to be exactly 1 unit apart
    The path\block tool places them by their bounding box which offsets them from the grid like so:
    upload_2021-11-4_19-0-38.png
    The farther ones are placed manually with P&C and the closer ones created with the path tool from left to right, so the first one is placed correctly and every successive one offsets a bit..
     
    Last edited: Nov 4, 2021
  35. XGT08

    XGT08

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    Hi there,

    The only way you can tackle this is to use the Padding along extension plane field in the block settings UI. This is available for path too.

    Cheers,
    Andrew
     
    RoyBarina likes this.
  36. theunknownuserx

    theunknownuserx

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    Mar 22, 2018
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    Would love aswell function that that sets padding not from bounding box but from start position of previous model for intersecting objects it could be lifesaviour.

    For Example:
    1.PNG

    this objects are allways 2 units apart.
    2.PNG
    I can use the padding option but its not exact because its calculated from bounding box, if i could say begin next object exactly 2 units after previous it would save alot of work to figure out how much overflow the other object has.
     
    Last edited: Nov 11, 2021
    RoyBarina likes this.
  37. bthanse

    bthanse

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    Jun 24, 2019
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    Mesh Combine: I have a asset with many prebuild buildings. Have to mesh combine to get higher framerate. When I try to drag a prefab to the game object field, it looks like nothing happen. Any tortual of how to use mesh combine ?


    Update: I have to move it to a emty gameobject, and then I get some messages, and it works.
     

    Attached Files:

    Last edited: Nov 15, 2021
  38. bthanse

    bthanse

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    Some mesh combine works, but on some I get this message and it will not start to combine. What can be wrong ? And on them that combine, I have no longer mesh collider.
    upload_2021-11-15_18-13-5.png
     
    Last edited: Nov 15, 2021
  39. XGT08

    XGT08

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    Thanks for letting me know. I will have to take a look at this.
     
  40. XGT08

    XGT08

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    Looking at the code the only thing t
    Hi there,

    I have implemented a simple fix for the error you are receiving. The error is a bit strange because it seems to be generated when a MeshRenderer has more materials than sub-meshes and I had no idea this situation could arise in practice. Please send me an e-mail at octamodius@yahoo.com and I will send you the updated pack.
     
  41. marie-hmm

    marie-hmm

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    Heyyy, firs of all I wanted to say biiiig thanks for making this super cool asset, it takes a while to learn the shortcuts and I think to make a tiny quick run-through tutorial about that, but then level design in unity is so much fuuuuuun <333

    My only tiny request for a feature would be if it were possible to implement an optional autosave for the currently used prefab config inside Prefab Management window? I can't count how many times have I lost my work on the prefab layout set that I want to use throughout my scenes oops. Maybe it could save on each change within the Prefab Management window? And also saving the changes is slightly tedious that it always requires to select the file and then overwrite it.

    Please don't mind those bugs, they were fixed by reimporting the package, see point "Edit.5" below.

    Edit: Oh, and also make the last used prefab config load automatically on a new scene load maybe?

    Edit.2: And that these two settings (and other settings I guess) don't get saved on changing scenes:
    Screenshot_1.png
    So in total it takes quite a few repetitive clicks whenever changing scenes in order to be ready to work on level design.

    Edit.3: Oh it is actually worse, this might be a bug though, my prefab config of the prefab management window is being unloaded each time I enter play mode.
    Screenshot_3.png
    Maybe that is the problem, everything is set to none. In that case I will also note that may Unity version is 2020.3.7f1. I have also moved the Octave3D package from the original location it installed itself into Assets folder if that could change anything.

    Edit.4: Oh, and also each time I load prefab config it recreates the root gameobjects for those groups instead finding the old ones:
    Screenshot_4.png

    Edit5: I tried creating a fresh project and all of it seems to be working just fine, then I removed Octave in my main project, reimported it and leaved in the root directory of Assets folder and everything above seems to work fine. Is it possible it's the case of moving the package to another subfolder or must have I messed up something else? Anyway happy now again, only my request for the autosave remains:)

    But again, thanks so muuuuuch for that asset!
     
    Last edited: Nov 18, 2021
  42. bthanse

    bthanse

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    Thanks. No error message now. upload_2021-11-18_18-4-26.png
     
  43. XGT08

    XGT08

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    Hi there,

    I am happy to hear you like the plugin :)

    I can't make any promises but I will give the autosave feature a try and see if I can make it work.

    Cheers,
    Andrew
     
  44. davdun

    davdun

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    Mar 17, 2015
    Posts:
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    Great plugin! the only thing stopping me using it more currently is the crashing with undo on unity 2021 It typically occurs after creating objects - with extrude for example and trying to undo their creation.
     
  45. R0tmayer

    R0tmayer

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    Mar 13, 2021
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    Hi guys. How to turn on grid snap when I dublicated prefab (and I'm on object selection mode)?
     
  46. XGT08

    XGT08

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    Hi there,

    Just tested this and it seems to work just fine. I tried extruding a bunch of objects and then Undo and Redo a few times. It works ok. Is there any special step that I need to perform?
     
  47. akke403

    akke403

    Joined:
    Jun 23, 2018
    Posts:
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    Hey! after using this tool for months, I've encountered a few issues I just doesn't get rid off. For some reason:

    1. The grid have disappeared
    2. All pictures in preview are the same
    3. Block system dont show the "blocks" of a row when trying to place it. (Maybe due to issue "nr.1"?)

    Any idea?


    https://imgur.com/fWPnSbH
     
  48. XGT08

    XGT08

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    Hi there,

    I don't know what could be the cause of this. Can you show me the console window. I would like to see if there are any errors. Also, make sure the Octave3D object is selected in the hierarchy window.
     
  49. akke403

    akke403

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    Jun 23, 2018
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    Octave3D object is selected.

    https://imgur.com/a/Jb6W4pB

    Otherwise everything works just fine. I can still place all prefabs in any mode. Just a bit hard since the previews are all the same and grid is not showing but block placement is still working....

    Console is perfectly clear for except:

    "The editor layout could not be fully loaded, this can happen when the layout contains EditorWindows not available in this project
    UnityEditor.WindowLayout:LoadDefaultWindowPreferences()"

    Dont even know if that have something to do with it....

    I've tried removing the package, reimporting it. I've tried creating a new config with no luck...
     
  50. akke403

    akke403

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    Jun 23, 2018
    Posts:
    4
    Edit:
    Alright, I've managed to fix the preview issue by deleting the scene then reimporting it with Octave3D object already in it. Somehow the preview image is mixing up with the scene. But that is working now. Either way, by creating a complete new project and importing everything I got the grid showing and working as normal.
     
    Last edited: Dec 5, 2021