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[Released] Building Crafter - Create buildings in the Unity editor

Discussion in 'Assets and Asset Store' started by 8bitgoose, Mar 9, 2016.

  1. 8bitgoose

    8bitgoose

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    Oh, did you have the version installed before the latest? I removed the standard packages after gutting the first person controller just to get an example of walking around and opening and closing doors. Standard packages should no longer be in :). Probably imported but was no longer needed (although my memory is spotty on exactly what I did when I updated BC).
     
  2. 8bitgoose

    8bitgoose

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    Hey everyone,

    A recent review by @midgear alerted me to a problem with BuildingCrafter. If you have the building fillers enabled when generating a nav mesh it will mess it up. The Building fillers are solid meshes that help with LOD. When you move far enough away from the building, the LOD system removes the inside and then this shiny mesh replaces it.

    But they are screwing up the nav mesh builder.



    To solve it for the time being, please generate your building, find all the building fillers and delete them.



    Then clear and bake your mesh again. This is kind of annoying to do every time you generate a building so I will research into possibly automagically making those fillers avoid the nav mesh navigation.

    Here is the result.



    -Kellan
     
  3. 8bitgoose

    8bitgoose

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    Another update! I've added a few lines to the generation and now the nav meshes will be generated properly when being created. The problem was definitely the building filler affecting the nav generation. I set the flags on it to not be navmesh static.

    @midgear can you please test out the latest version 0.8.4 and see if that solves your problem?
     
  4. senpaioreo

    senpaioreo

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    Hello @8bitgoose, im having a problem when building my game to standalone. Every time I try to do so unity fails and tells me that it is due to building crafter compiler errors. Am I just missing something such as 3rd part assets the scripts use?
     
  5. 8bitgoose

    8bitgoose

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    @senpaiacero Can you please post the error log on here along with your Unity version. Are you using the latest version of Building Crafter? The build errors may be due to a version of Unity having something that is unsupported in the version you are trying to export to.
     
  6. senpaioreo

    senpaioreo

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    I have tried unity 2019.2.6 and also unity 2017.1.5. The building crafter version is 0.8.4. upload_2019-9-24_17-47-1.png

    I made a simple 3 room 1 floor building that has 3 doors in this scene to test it out. Prior to attempting a standalone build I had no errors in the console. Are you able to build a game with the building crafter object in the scene? I have tried exporting to Fbx and that seems to work but then I am left with the hassle of rigging doors and removing double layered walls that were made during generation. @8bitgoose
    upload_2019-9-24_17-56-2.png
     
  7. 8bitgoose

    8bitgoose

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    @senpaiacero I am an idiot and forgot to us an #if for the building.

    Please go in and replace Line 87 to the end of the loop in BCTypeGenerators.cs with.

    Code (CSharp):
    1.  
    2.            for(int i = 0; i < entireBuilding.Count; i++)
    3.            {
    4.                entireBuilding[i].isStatic = true;
    5.  
    6. #if UNITY_EDITOR
    7.  
    8.                if(entireBuilding[i].name == buildingFillerName)
    9.                {
    10.  
    11.                    StaticEditorFlags flag = UnityEditor.GameObjectUtility.GetStaticEditorFlags(entireBuilding[i]);
    12.                    flag &= ~StaticEditorFlags.NavigationStatic;
    13.                    GameObjectUtility.SetStaticEditorFlags(entireBuilding[i], flag);
    14.                }
    15. #endif
    16.            }
    I am updating the package right now too. Thanks for the error report!
     
  8. senpaioreo

    senpaioreo

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    yep that did the trick. Now I can export to standalone before the game jam ends.
     
  9. 8bitgoose

    8bitgoose

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    Thanks for the review by the way!
     
  10. midgear

    midgear

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    just wondering if this asset will ever have diagonal or rounded walls added? some of the Victorian designs I want to make need those shapes.

    Right now I'm needing to make the base design in building crafter then edit it using pro builder. It would be nice to be able to do it all at once.
     
  11. 8bitgoose

    8bitgoose

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    @midgear I would love to add those, but right now no plans to do it. Glad to hear Probuilder is filling that gap.
     
  12. serenity81

    serenity81

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    Can Building Crafter be used as an in game building generator for end users (in play mode) not just inside unity editor. Maybe using GUI or C# coding?
     
  13. 8bitgoose

    8bitgoose

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    It can, but it wasn't written for it. Building generation will take a few hundred milliseconds and it wasn't optimized to not create garbage. Plus the UI does not work in play mode, so you'd have to write your own UI for that.
     
  14. SarhanSoft

    SarhanSoft

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    Hi,
    can i replace the default models by my model like doors,walls and stairs?
    it contain random generate building tool also?

    i have a door with my own script to (open,close) so i can replace it with your open/close default script?
     
  15. 8bitgoose

    8bitgoose

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    Hi @Sarhanbh. You can replace the doors, but they have to be only 2x1 meter. You can replace all the windows and they can be any size as long as they are rectangles. Walls are the same always. Stairs are always 2x4 meters but you can replace that prefab.

    And yes, you can replace the door with whatever prefab you'd like which can have whatever script you want on it. The open/close default script is just an example :).
     
  16. sickb0y247

    sickb0y247

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    Hi there, I just purchased this asset and I'm liking everything so far but having an issue, might be something really basic that I'm just not knowledgeable enough to fix myself. When I export my buildings to FBX files to create prefabs, I get white mesh over the windows and open doorways. Here's screenshots:

    Capture.PNG Capture2.PNG

    Creating prefabs the usual way doesn't work either as I only get the box colliders for the mesh. As of right now all I seem to be able to do is craft buildings within a scene that work perfectly fine but I cannot reuse them in another scene or other project. I'd have to rebuild them.

    Running v2019.3.10f1
     
  17. 8bitgoose

    8bitgoose

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    @sickb0y247 by chance are you in Europe or another country which uses commas instead of periods for changes between full and partial numbers.
     
  18. 8bitgoose

    8bitgoose

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    I've submitted a new version to the asset store that solves a problem with the style page. The lip profile was being drawn twice in 2019 and needed a fix. Thanks to GarabgeCat's review for alerting me to this.

    Also fixed a problem with the FBX exporter not working when using European style decimals, a comma instead of a period. There is a slight performance hit from this fix, so if you use the other style in your country remove the if false commented out in the FBX exporter. Will thing on a better way to check for this another time. Thanks to Russian Arthur for telling me about this.

    Email me or post here if you find any problems with the new version!
     
  19. westryder907

    westryder907

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    Thank you! It's awesome that you still support this amazing asset! :)
     
    8bitgoose likes this.
  20. 8bitgoose

    8bitgoose

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    I wish I had more time to do more! But thank you. :)
     
  21. 8bitgoose

    8bitgoose

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    Hey everyone,

    There were some problems with using the asset in post 2018.3 Unity. Fixed those! I also added roof colliders that you can turn on or off. It makes the building crowns have a box collider on em. Not perfect, but more performant than mesh colliders.

    Oh and now you can have double doors to the roof.

    Enjoy!
     
  22. Aaron2348

    Aaron2348

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    Hey is this Asset still under active development?
     
  23. 8bitgoose

    8bitgoose

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    @Aaron2348 I am currently maintaining it and making sure it is up to date with the latest Unity. Why do you ask?
     
  24. Aaron2348

    Aaron2348

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    I wanted to buy it was going to wait but i just purchased it, and thats fine with me, is their support for 2019 and 2020 versions?
     
  25. 8bitgoose

    8bitgoose

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    I've tested it on both 2019 and 2020. There is nothing crazy behind the code so it doesn't really break as Unity marches along. If you find it doesn't work with 2020 (haven't spent much time with it there) let me know and I'll fix it :).
     
  26. Aaron2348

    Aaron2348

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    Ok Amazing, Well im happy then, Support seems ti be spot on. Just a question though how long will you keep up with maintaining the project is it something that you'll be doing for the next coming years or eventually are you going to have to abandon the asset?
     
  27. 8bitgoose

    8bitgoose

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    @Aaron2348 I will continue to maintain it for as long as possible. If I do decide to stop maintaining it, I am going to give at least a year's warning before stopping completely. Only reasons I would stop maintaining it would be some super serious life issue.

    I've barely had to update it to work with the latest Unity since I released it for Unity 5 way back in the day. It doesn't rely on crazy code that Unity doesn't maintain. Just building meshes and displaying them. Currently support from 2017.5 onwards (the lowest that the Unity Hub will allow me to use).
     
    frbrz and Aaron2348 like this.
  28. Aaron2348

    Aaron2348

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    Okay thats great, Thank you.
     
  29. Aaron2348

    Aaron2348

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    @8bitgoose Hey i'm having a bit of issue getting Started, i followed the directions inside the Asset but when i go to build the build a new build it does not seem to generate and also can u not see a preview of what u are actually building?
     
  30. Aaron2348

    Aaron2348

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    Sorry nevermind i opened up the manual and i have it figured out now.
     
  31. 8bitgoose

    8bitgoose

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    @Aaron2348 Great to hear. Was animated materials off? That usually causes the issue where you can't see what you are building. Can you tell me what you missed at the start so I can make that more clear?
     
  32. Aaron2348

    Aaron2348

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    Yeah it was the animated materials so i could not tell that u could draw points in the scene view to create rooms, i have one more question though, can doors be made bigger for third person characters or do they only come in one size?
     
  33. Aaron2348

    Aaron2348

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    Also is there only one roof option or can you make more types, you most likely can i just have not read the full documentation
     
  34. 8bitgoose

    8bitgoose

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    @Aaron2348 The doors are unfortunately just one size, 2x1. You can stack them to have 2x2 or 2 by whatever, but they are always 2 meters high.

    The two roof options are flat or sloped. Unfortunately no other types are possible.
     
  35. 8bitgoose

    8bitgoose

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    Hey @derkoi,

    Saw you were having problems with Building Crafter from your review. I'd like to understand what you find buggy and fix it if possible! You can post here or email me at building crafter at 8bitgoose dot com. I haven't had a report of rooms not completing or building floors resetting, but who knows something could have gone wrong.

    Sorry for the ping! I've been looking at the review over the last few days to see if you had responded.