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[OFFICIAL & RELEASED] Modular Building Engine

Discussion in 'Assets and Asset Store' started by BuckeyeStudios, Jan 27, 2017.

  1. BuckeyeStudios

    BuckeyeStudios

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    104


    Modular Build Engine provides a seamless in-game fortress building system for Unity 3D.

    Designed to be easily integrated, completely customizable and powerful in execution, this asset is perfect for survival or real time strategy type games. In minutes you can use the basic default settings and prefabs, drop in new prefabs and change the settings, or completely modify the fully documented and commented code as needed.

    This asset contains everything required to function, including FBX models, prefabs, icons, a build menu, and more. This asset is designed to be flexible and expandable to meet your needs, and is even now being streamlined and updated to make it better!

    Almost every line of code is commented, and a detailed PDF manual is included to help understand exactly how the asset works. Satisfaction is the goal with this asset, meaning that FEEDBACK and REQUESTS are the greatest driving factor in how this will evolve!

    Requires Unity 5.2.5 or higher.
    Modular Build Engine (MBE) provides a seamless fortress building solution comparable to the major league survival type games on the market. Whether you use the basic, default settings and prefabs to get started in minutes or take the time to modify the engine to fit your needs, MBE is designed to be flexible and easy to use.

    MBE comes with everything required to function including FBX models, prefabs, icons, a build menu, and integration with other popular assets such as UFPS.

    Almost every line of code is commented and a detailed manual is included in this package so you can understand exactly how everything works, how to modify the code, and how to integrate with other assets. Even now we are working to improve MBE, and most of all we look forward to providing developers with an incredibly useful, easy to use fortress building system.

    The JS version will be located in the 'Other' folder and is in a .UnityAsset file to import it just double click.
    If you haven't already, be sure and pick up UFPS HERE , the best First Person Shooter platform on the market!

    If you want to see the feature coming out in the next version check out this link Modular Building Engine Beta Demo.

    Buckeye Studios Website
    Modular Building Engine Demo
    Documentation
    Asset Store Link
     
    Last edited: Feb 3, 2017
  2. kurotatsu

    kurotatsu

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    Awesome I'll be watching this.:D
     
  3. BuckeyeStudios

    BuckeyeStudios

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    Ok version 1.2 is almost ready to submit and some features are listed below.
    1) You can use the new UI system or the old one.
    2) A pause function and menu
    3) Copyright notice added to all files
    4) Added a scriptable object (Version 1.3 will use this for all buildable objects)
    5) The player height and width was modified to work with the assets included.

    What to expect in version 1.4 (Mid March)
    1) Renaming of all files to fit into the naming convention used (ie. MenuC.cs will become bs_Menu.cs )
    2) Use of scriptable objects to hold all the data for the buildable objects.
    3) An intractable door for the doorway
    4) The torch will be intractable.
    5) The use of a singleton to make calls to the engine easier.
    6) After release of this we will make a couple YouTube tutorials.

    Let us know in the comments what other assets you would like us to start adding integration for. As version 1.5 will focus on making integration for other assets.
    *Please remember to backup all projects before updating them.
     
    Last edited: Feb 3, 2017
  4. psistalk

    psistalk

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  5. BuckeyeStudios

    BuckeyeStudios

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    Tomorrow we will be submitting Version 1.3 this will have 2 new feature which aim to make adding and managing objects easier, It uses scriptable object. A YouTube video will be added demostrating how to use it and setup your scene.
    *There will no longer be the need for the initializer script to be used.


     
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  6. BuckeyeStudios

    BuckeyeStudios

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  7. BuckeyeStudios

    BuckeyeStudios

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    Here is a short YouTube video of the new editors for the version that was submitted the other day.
    A tutorial will be coming soon.
     
    kurotatsu likes this.
  8. chiefarchon

    chiefarchon

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    If more support and Videos and documentation come out for this I might get it. I'll keep watching for now.
     
  9. Zymes

    Zymes

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    Dead already?
     
  10. N2KMaster

    N2KMaster

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    Jul 15, 2013
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    NullReferenceException: Object reference not set to an instance of an object
    bs_BuildItemList.MenuOn (.bs_ModularBuildEngine engine) (at Assets/Modular Build Engine/Scripts/C#/UI/bs_BuildItemList.cs:64)
    bs_UIController.ShowBuildMenu (.bs_ModularBuildEngine engine) (at Assets/Modular Build Engine/Scripts/C#/UI/bs_UIController.cs:38)
    bs_ModularBuildEngine.Update () (at Assets/Modular Build Engine/Scripts/C#/Engine/bs_ModularBuildEngine.cs:205)

    Where's the developer on this? Trying to import this into UFPS with Photon and getting this error. Menus all show up in ufps when the keypress is pushed. When i try to select from the menu the gun fires and now the UI is stuck on the screen. Solved that error and nothings working, thought this was easy to import into UFPS?

    Like for example instructions state:
    Integration with Other Assets
    UFPS
    UFPS is currently the only asset we have integrated compatibility with MBE. To use the
    two together, complete the following steps:
    1. Select UFPS in the Character Options, and add the name of the controller and
    camera objects.
    2. If you are using the C# Build Engine you need to navigate to Assets > Modular Build
    Engine > Scripts > C# > Dependencies and open the MenuC script. Scroll down to
    the MenuSwitch script, and remove the comment marks from the following FOUR
    lines of code:
    controller = engine.gameObject.transform.parent.GetComponent<vp_FPInput>();
    controller.enabled = false;
    AND
    controller = engine.gameObject.transform.parent.GetComponent<vp_FPInput>();
    controller.enabled = true;
    3. Make sure that all of the desired Buildable Surfaces are specified in the
    MainSettings > Surfaces

    K thats all fine and dandy, but navigating to that folder it has 4 scripts and none are labeled MenuC nor is a MenuSwitch script in ANY 4 of these. Incomplete instructions, buggy as heck to get started, im almost wanting my money back cuz i was sold on this working for UFPS and it doesn't. And since im seeing absolutely no activity about this asset pack I wonder if he's ever gonna answer.
     
    Last edited: Sep 3, 2018