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[RELEASED] uConstruct - Fully generic, socket based runtime construction system

Discussion in 'Assets and Asset Store' started by ElroyUnity, Oct 17, 2015.

  1. buronix

    buronix

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    I just bought the asset, Cube Demo no controls at all, nothing happens, I will investigate by myself, but there is nothing to do, the default tutorial only says something about the layers (I created them), nothing more.

    Im doing something wrong?
     
    ElroyUnity likes this.
  2. ElroyUnity

    ElroyUnity

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    Uhm what do u mean by no controls?
    What unity version are you on ?, Click on the "DemoUI" in the scene, are the UI Elements assigned ?

    Thats a weird issue hehe,
    if that doesnt solve it, try importing the asset on a new project and see if it works there, unity might have corrupted the UI elements.

    Hopefully it will all work good :),
    Elroi.
     
  3. buronix

    buronix

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    Hey, There is no BuildPlacer Script thats the problem, I add it to the scene and configured it and its working, also the control text and inspector text labels are not assigned to the demo ui.

    just fresh import, I tried to reimport and its the same, last version of the asset, and with Unity, 5.3.3 and 5.3.4 (just updated to test it).
     
  4. ElroyUnity

    ElroyUnity

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    Oh weird, will test it today and see why is it happening :)
    maybe because of the changes unity has done to the UI over the past versions, not sure :).
     
  5. Theekshana-A

    Theekshana-A

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    Hi there, I am going to purchase your asset while the sale is on but just a quick question if I for example have a Campfire in my Inventory Pro skill bar is there any way to have the item equipped in my hand before I place it down.
     
    ElroyUnity likes this.
  6. ElroyUnity

    ElroyUnity

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    Uhm i suppose you will need to do something from Inventory Pro side, to show it in your hand,
    not sure how to do that as i haven't used Inventory Pro much but i guess when creating a new item you just put your campfire instead of making it empty.
     
  7. Theekshana-A

    Theekshana-A

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    Ah ok, Just purchased it I am getting errors I think it is conflicting with Inventory Pro. Assets/InventorySystem/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs(80,16): error CS0246: The type or namespace name `MouseLook' could not be found. Are you missing a using directive or an assembly reference? That is the error I am getting
     
  8. ElroyUnity

    ElroyUnity

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    Uhm, if you import Inventory Pro on a fresh new project does it throw this error?
    Maybe you need Standard Assets as it requires MouseLook,

    Try it on a new project and tell me if it still does it :) (dont import standard assets on the new project)
     
  9. Theekshana-A

    Theekshana-A

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    Hi there, I am using UFPS with Inventory Pro, how would I get it to work together?
    Would I just copy these 2 scripts on to my UFPS Player?
     
  10. ElroyUnity

    ElroyUnity

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    Well, its partially correct.

    You do need to copy the BaseAOIFinder but make sure to first of all, enable the "Inventory Pro" in the extensions window (Window->UConstruct->uConstructManager->Extensions) and enable Inventory pro.

    You can also open the docs by clicking on the docs button on the integration window.


    So basically after you enabled the extension just copy BaseAOIFinder and the inventory pro building placer. (Look at the inventory pro demo for an example) :).


    Hopefully that answers your question:),
    Elroi.
     
  11. ElroyUnity

    ElroyUnity

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    24 hour sale is over :)
    Back to the original price - $30 :).
     
  12. zeb33

    zeb33

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    This asset is facinating - great work!!

    When I activate photon I get a load of errors, is there much setup needed?

    Assets/uConstruct/Scripts/Core/Extensions/Extensions/Bolt/Integration/Core/BoltBuilding.cs(50,30): error CS0246: The type or namespace name `CreateNetworkedBuilding' could not be found.
    .../Core/BoltEntitiesManager.cs(46,41): error CS0246: The type or namespace name `UpdateNetworkedBuilding'
     
    ElroyUnity likes this.
  13. ElroyUnity

    ElroyUnity

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    Yes :),
    When you open the extensions window, on Photon Bolt you will see "Docs" Button.
    click on that and you will see the integration tutorial :).


    Thanks for your kind words,
    Elroi :).
     
  14. zeb33

    zeb33

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    That would be real useful. Can I put a vote in for NodeCanvas & Love/Hate integration.
     
    Teila likes this.
  15. ElroyUnity

    ElroyUnity

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    Will put up a pool that you guys can choose what would be the next extension :)
     
  16. Teila

    Teila

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    Not sure how Love/Hate would benefit from integration with a building system. lol I can see NodeCanvas integration as useful.
     
    Tinjaw likes this.
  17. SonarBeserk

    SonarBeserk

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    Is there a way to group related buildings together? For example, if I want to allow a player to create a house I need to keep track of the house structure as a whole.
     
    ElroyUnity likes this.
  18. ElroyUnity

    ElroyUnity

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    Every building which is being placed on another one is saved on a thing called - "BuildingGroup"
    you can access it by -

    "building.buildingGroup" and then access all of the buildings. :).
     
    SonarBeserk likes this.
  19. SonarBeserk

    SonarBeserk

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    Any chance you can make a video demoing uconstruct in general? Im interested in working with it but I want to see what it can do.
     
    ElroyUnity likes this.
  20. ElroyUnity

    ElroyUnity

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    The tutorials cover most of the main features (most, not all) and shows most of its power.
    I recommend watching them but i will still look at how i can make such a video:)
     
    SonarBeserk likes this.
  21. SonarBeserk

    SonarBeserk

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    Ive watched those videos already. What i am looking for is seeing something like building a simple house, saving it as a structure then being able to place it back down. Prefabricated buildings you can construct by hand are useful.
     
    ElroyUnity likes this.
  22. ElroyUnity

    ElroyUnity

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    Well you could easily do it ;)
    The saving manager already exposes that kind of a mechanic so you can save each building to different data.

    i will try to get a tutorial that explains uConstruct better :)
     
    SonarBeserk likes this.
  23. SonarBeserk

    SonarBeserk

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    Is there any system in place or planned to allow ghosting schematics? I like the idea of being able to build a building up from given materials. I also like the idea of managing an implementation that could allow like wooden buildings to burn down, fits well with the physics system. I intent to make strong use of the system if you can tell.
     
  24. ElroyUnity

    ElroyUnity

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    Uhm what do u mean by ghosting schematics?

    And hehe i like your ideas :).
     
    SonarBeserk likes this.
  25. SonarBeserk

    SonarBeserk

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    I mean like a faded version of an object. For example, there was a mod for the game minecraft that allowed you to make
    essentially a ghost image of what you need to place down. You then could have a system that takes some form of resource to place a real version of the ghost item.
     
    ElroyUnity likes this.
  26. ElroyUnity

    ElroyUnity

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    Oh yes that's very easy!
    you just use a transparent material for the placing :).

    Simple as that hehe :).
     
    SonarBeserk likes this.
  27. Theekshana-A

    Theekshana-A

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    Hi there, for UFPS what do fillout for the empty controller slot?
     
  28. ElroyUnity

    ElroyUnity

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    Uhm didnt quite understand your question, what do u mean ?
     
  29. ElroyUnity

    ElroyUnity

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    Oh sorry, very tired didnt read it correctly lol.
    Its actually a mistake by my side.
    lemme fix it for you and send you a new version privately (anyone who has this, send me an private message as well with your innovice)
     
  30. Theekshana-A

    Theekshana-A

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    Where is it says to put your controller the U Construct_FirstPerson Controller script I am using the ufps one so what do I do for that?
     
    ElroyUnity likes this.
  31. ElroyUnity

    ElroyUnity

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    Sending you a version privately.
    Sorry for the inconvenience :).
     
  32. ElroyUnity

    ElroyUnity

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    Began working on V1.3, some features are already implemented, will post the milestone today :)

    Will also set up a integration tool so tell me your ideas and i will add them to the pool. The 3 that are most chosen will be added onto V1.3 :).
     
    Theekshana-A likes this.
  33. Theekshana-A

    Theekshana-A

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    Add UFPS :p
     
    ElroyUnity likes this.
  34. ElroyUnity

    ElroyUnity

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    Poll created !
    You can vote up to 3 different assets :)

    Throw your ideas if you want anything else to be added !
     
  35. ElroyUnity

    ElroyUnity

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    To all of you Inventory Pro integration users, @Theekshana A has found some bugs with it :

    1. Items can be placed when inventory is opend.
    2. Controller is forced to be assigned and if you are using it on a custom scene it would throw errors.
    3. Slots that are used directly from the inventory and not from a slot, will pretty much be infinite.


    If you are using Inventory Pro integration and encountered those issues, email : eeproductionssupp@gmail.com or send me a private message with your innovice and i will link you a fixed version :).

    Sorry for the inconvenience :).
     
    hopeful and Theekshana-A like this.
  36. ElroyUnity

    ElroyUnity

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    V1.3 Milestone :

    Features :

    • Enchant the batching system - Add LOD generation to batched meshes ( Multi-Threaded ).
    • Integrate SimpleLOD - As part of the batching enchantment you will have the ability to switch between the built-in LOD Generation to the Simple LOD generation.
    • UCSettings : An editor which contains general settings about uConstruct, such as savingPath, enable saving, etc.
    • 3 New Integrations : 3 new integrations which will be chosen from the poll will be added to uConstruct V1.3.
    • BuildingPlacer enchantments : Enabled the ability to have a transition between different materials when placing an object, also enabled a boolean to choose whether building destruction is enabled etc.

    If you guys have any ideas dont be shy!, i might have forgot a couple of things so offer your ideas!
     
    recon0303 and hopeful like this.
  37. recon0303

    recon0303

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    I would NOT add UFPS, yet ,since UFPS is being reworked and UFPS2 is coming out since there is a new owner for it, just saying. But that is up to you. Plus I seen its wanted by alot of people, which I understand, I used to use UFPS a few years ago. before I made my own.


    Thanks for adding World Steamer to the list, I see its wanted by others, sadly World Steamer is not used by everyone, which for even smaller worlds it should be, for performance . To many people think its only for large worlds when its NOT.

    Elroy did not know you made a tree system cool, sadly it does not support multi terrains yet, but I know you plan to with world steamer once that happens i'm sure it will be even more helpful. I already have my own system in place and its complete with Bolt as well. But I know a few smaller companies that was looking for a system like that so I pointed them to your asset since you really care about your tools.
     
    Last edited: Apr 4, 2016
    ElroyUnity likes this.
  38. recon0303

    recon0303

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    Awesome Simple LOD, wow man, your working hard, that makes me not regret the this asset at all, since you keep adding and adding glad I intergrated your asset into my already built tool, it has help the work load by weeks, maybe months. Thanks for that! 20 bucks was well worth it... 80$ would of been! or more
     
    ElroyUnity likes this.
  39. ElroyUnity

    ElroyUnity

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    Oh thanks for bringing this into my attention :)
    I will speak with the UFPS guys and i see when V2 is estimated to be released.

    And dont worry about world streamer, it seems like its in the top 3 :) so it will be added into uConstruct. Please note that this pool is only relevant to V1.3 till 06/April :).(2 days left and then its going to be relevant only for V1.3.X)

    Also, TMS as of now doesnt support dynamically loaded terrains, but it does support static multiple terrains :)

    Thanks man!
    I already implmented half of V1.3 including SimpleLOD but unfortunately it isnt multi-threaded so it can be pretty heavy on runtime.

    I am going to roll out my own multi-threaded solution for uConstruct while still allowing people to use SimpleLOD :).

    Happy you are enjoying uConstruct!, and thank you for the kind words i really do appreciate it :)
    Elroi.
     
  40. ptblk

    ptblk

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    hi do you have any demo videos of what this can actually do at runtime. while I appreciate the details tutorials in the backend, i'm still not sure if this is something i am looking for in my project as I cant find anything to show me. thanks
     
    ElroyUnity likes this.
  41. ElroyUnity

    ElroyUnity

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    I do want to push out some web player demos but it would be pretty much pointless cause it would look like any other construction system.

    I am going to be releasing a "uConstruct Free" with V1.3 which will be free obviously hehe, will give you the full power of the system BUT you will not be able to make a build with it AND you wont have source code.

    But i guess if i can answer any questions that might help you decide if you need this system or not, i will be glad to help :)
     
    BackwoodsGaming likes this.
  42. tapticc

    tapticc

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    ElroyUnity likes this.
  43. ElroyUnity

    ElroyUnity

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    Congratulations for getting accepted !
    Looks great !
     
  44. tapticc

    tapticc

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    Thanks Elroy! Next job is creating road pieces :)
     
  45. Teila

    Teila

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    I have found you can use uConstruct, as is, for a lot more than house building. If you really think about it, you can easily come up with a way to add road pieces without any extras from Elroy.

    It already works now! :) Just have to think a little bit about it, how it works, and what you need to make roads. It won't conform to the terrain though but the terrain deformation condition script should help you.
     
    recon0303 and ElroyUnity like this.
  46. tapticc

    tapticc

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    Hey Teila, I am building up a collection of ready-made building pieces, so the models and materials and snap points are all set up ready to save people time. It's not intended to replace uConstruct, the asset I released is to let people without modelling tools get going as quickly as possible :)
     
    ElroyUnity likes this.
  47. keifyb

    keifyb

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    any ideas how to add in interactive objects to this system, so you can add a door that opens or lights that turn on n off?. another idea i had a while back was to construct cars or boats or at least add on to them like in ark survival. them boat houses look amazing lol. i dunno, just throwing it out there.

    as for integration, one thing i use all the time is destroyit. its totally ace.
     
    Last edited: Apr 5, 2016
  48. ElroyUnity

    ElroyUnity

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    Hehe Teila i think he meant that he will be making another building pack for uConstruct which will cover roads :)

    Hey !,
    I would say just make a "IInteractable" component on your interactable objects and that way make them interactable :)
    uConstruct should'nt interfere with it :)

    And thanks for the idea :),
    I suppose it would work with uConstruct out of the box but who knows!
    will take a look :)
     
    Teila likes this.
  49. Teila

    Teila

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    Oh, I see! :) Nice idea. I am fortunate in that I model but you are right, lots of folks can't or won't. lol

    I thought you were asking Elroy to add something. :)
     
    tapticc likes this.
  50. Funkymotha

    Funkymotha

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    Does anyone know how I would be able to toggle in and out of building? More specifically I would like to have weapons occupy the numbers on the keyboard, then the player press a button and the building materials are now in the number keys instead of the weapons.
     
    ElroyUnity likes this.