EDIT: This package has been deprecated and is no longer supported. ------------------------------------------------------------------------------------------
Hi there, In a nutshell, RLD was designed withe level design in mind (e.g. in-game editors, modding tools and the like) and it achieves its purpose via a whole bunch of mechanisms such as transform gizmos, object selection and manipulation (e.g. object-to-object snapping, surface snapping). It's a powerful level design solution. Runtime Spawner is more generic. I didn't design it specifically for level editors. But it can be used for that purpose too. In fact, there is a simple script I wrote in Runtime Spawner that shows the steps that are required to be integrated with RLD. I think the best way to compare the 2 products is to take a look at some of the videos that are available or the feature list. RLD comes with a whole bunch of tools specific to level design, while Runtime Spawner allows you to control an object with the mouse cursor and spawn objects on click. Spawn effects are specific to Runtime Spawner and they are awesome Hope this helps, but let me know if you have any further questions. Cheers, Andrew
@Ivam If you tell me what it is that you need to solve in you project, I might be able to tell you which one of the 2 packs is more suitable for you.
Thank you for the explanation. I'm looking for similar Cities: Skylines - Move it mod mechanics, I think RLD will adapt better.
Just had a look at this vid and indeed, it seems like RLD is more aligned with what you need. Just please keep in mind that RLD does not provide the same interface for moving objects as in City Skylines
Hello, first of all your asset is very good, so congratulation for your work Could you provide me an example of code to register to the event ObjectSpawnedHandler ? Thanks Gianluca.
Hello, Thanks for contacting me and welcome to the forum! I am happy to hear you like the asset Regarding the handler, I will assume that you have already created an instance of the RTSpawnGuide class. After you have done that you can register the handler like this: Code (CSharp): // Put this somewhere inside a function (the Start function is a nice candidate) spawnGuide.ObjectSpawned += OnObjectSpawned; // Your handler must have the following prototype void OnObjectSpawned(GameObject spawnedObject) { // Do stuff } Let me know if this helps. Cheers, Andrew
Thanks for your reply, My code now is this : Code (CSharp): private RTSpawnGuide _spawnGuide = new RTSpawnGuide(); void Start() { _spawnGuide.ObjectSpawned += OnObjectSpawned(); } void OnObjectSpawned(GameObject spawnedObject) { Debug.Log(spawnedObject.name); } At line 5 it throw an error : There is no argument given that corresponds to the required formal parameter 'spawnedObject' of 'FactoryModelBuilder.OnObjectSpawned(GameObject)'
My mistake. You have to remove the () when you register the handler. I have updated my previous post.
Hi there! Does Runtime Spawner contain a way to save the scene changes, objects positions or what's the approach to do so? Also once the object is placed is there a way to reposition it with the same asset? Thanks!
Wondering if this will work fine in a WebGL solution? No issue with saving I will store to SQL or Firebase but we're really hoping for a web-based solution and thought I should check before buying. It looks fantastic!
Hello, Thanks for reaching out! Just did a build with WebGL and it seem to work nicely Cheers, Andrew