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Runtime Level Design

Discussion in 'Assets and Asset Store' started by XGT08, Jan 17, 2016.

  1. NightcoreLV

    NightcoreLV

    Joined:
    Feb 26, 2014
    Posts:
    34
    Hi
    I have a lot of questions, hope to get answers
    1.How do I get the prefab and gameobject that just spawed and grab them into script?
    2.How to save the level that created by RLD with easy save3?
    3.how to control gameobjects with canvas butons,not just hotkeys
     
  2. XGT08

    XGT08

    Joined:
    Aug 1, 2013
    Posts:
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    Hi there,

    Thanks for contacting me.

    Regarding your questions:
    1. Please give more details. What are you trying to accomplish?
    2. I assume Easy Save contains documentation which teaches you how to save/load data. So please consult the documentation for that pack.
    3. It is not possible to use canvas buttons to control game objects, but what are the types of actions you need to control via canvas? I will check to see if it can be done.
     
  3. hanniiel

    hanniiel

    Joined:
    Jun 14, 2013
    Posts:
    39
    Hello, I tried to test an Universal Windows Platforn and for some reason the Input tocuh is not being detected, only when I use the Mouse click but not the touch input.

    It'd be very helpful if you could give me a hand with this.
    Best regards!!
     
  4. XGT08

    XGT08

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    Hi there,

    I have not tested this on UWP, but I believe this can be fixed easily:

    1. open the RTInputDevice.cs file located at: Assets\Runtime Level Design\Scripts\Runtime Package Common\Input;
    2. Inside the file, there is an Awake function which currently looks like this:
    Original.png
    3. You have to modify it to look like this:
    Modified.png
    So you need to append the UNITY_WSA macro at the end.

    I do not have access to a windows phone, so I can not test this. Please let me know if it works.
     
  5. NightcoreLV

    NightcoreLV

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    Feb 26, 2014
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    well, u know, sometime needs to change layer or add component or something to this object just spawned,for example if some bool true, all object will spawn on another layer.
    easy save can only save tranform data but cant save GameObject in scene, what i want is save the transform data of the gameobject, after that save the root prefab in an array or list, when I load it, just create the prefab and load transform data, but problem is how do i get root prefab?( maybe get the prefab root then RLD create the gameobject then grab into a variable, or any idea?)
     
  6. hanniiel

    hanniiel

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    It works!! thank you so much :)
    have a great day!
     
    XGT08 likes this.
  7. XGT08

    XGT08

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    Code (CSharp):
    1. // Prototype for handler is void SpawnedHander(RTPrefab prefab, GameObject spawnedObject);
    2. RTPrefabLibDb.Get.PrefabSpawned += MySpawnHandler;
    In this manner you have access to the object that was spawned and the prefab it was spawned from.
     
  8. XGT08

    XGT08

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    Glad to hear that! :)
     
  9. NightcoreLV

    NightcoreLV

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    thx it works;)
     
  10. MoribitoMT

    MoribitoMT

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    Hi,

    Is this compatiable with Octave 3D ? Becuase I had the previous version of runtime gizmos and octave 3D at the same time, all scripts complained with errors, I had to choose one of them and the remove other one..
     
  11. XGT08

    XGT08

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    Hi there,

    I have just imported both packs in the same project and it seems to work with no issues. I don't know why the errors happened previously.
    OctaveRLD.png
     
    MoribitoMT likes this.
  12. Duffer123

    Duffer123

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    @XGT08 ,

    Silly question, but aside from being runtime Vs not runtime, what are the key differences between this Asset and Octave3D... ?

    [edit] Also, if I use RLD as an application, how do I store or save out levels I then design for use in other different games I'm developing?
     
    Last edited: Oct 23, 2018
  13. XGT08

    XGT08

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    Octave3D contains more features than RLD. The main difference lies in the fact that Octave3D exposes differetn spawn modes (point and click, path, block, brush, single paint) whereas RLD does not. In RLD you manipulate selected objects.

    RLD does not contain a save/load feature and this is written in the description. If I were to implement this feature, I would either increase the price of the pack or release it as a separate pack.
     
    Duffer123 likes this.
  14. Duffer123

    Duffer123

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    @XGT08 ,

    Thanks, I think Octave3D is the one for me... ;)
     
  15. XGT08

    XGT08

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    Ok. That's great! :)
     
    Duffer123 likes this.
  16. Hermonirr

    Hermonirr

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    Dec 23, 2013
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    Hi,

    How can I change the shortcut key to camera orbit? It's currently Alt, but on Ubuntu it conflicts with a system key.

    Thanks
     
  17. XGT08

    XGT08

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    Hi there,

    Select the RTFocus cmaera object in the hierarchy view, and then in the Inspector, scroll down until you find the Hotkeys section. There you can change the hotkeys for different camera actions.
     
    Hermonirr likes this.
  18. santos9991

    santos9991

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    Oct 31, 2018
    Posts:
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    Hi,

    I added the RLD in a test project and work great when click on the button PLAY.
    But when I build app for Mac OS X (im using MAC), the following errors occur:

    ---------------------------------------------------------------------------------------------------------
    An asset is marked with HideFlags.DontSave but is included in the build:
    Asset: 'Library/unity editor resources'
    Asset name: Camera Gizmo
    (You are probably referencing internal Unity data in your build.)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    An asset is marked with HideFlags.DontSave but is included in the build:
    Asset: 'Library/unity editor resources'
    Asset name: Main Light Gizmo
    (You are probably referencing internal Unity data in your build.)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    Building - Failed to write file: sharedassets0.assets
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    Build completed with a result of 'Failed'
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
    ---------------------------------------------------------------------------------------------------------


    If remove the RLDApp, I can build it.

    Thanks
     
  19. GDevTeam

    GDevTeam

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    Using Unity 2018.2.14f1 build.
    ________________________

    I went to build the project for windows (.exe) and receive this show stopping error.

    An asset is marked with HideFlags.DontSave but is included in the build:
    Asset: 'Library/unity editor resources'
    Asset name: Camera Gizmo
    (You are probably referencing internal Unity data in your build.)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()


    Do you know what may be the problem? It runs fine in the Editor.

    Here's another error message at the build attempt instance.

    UnityEditor.BuildPlayerWindow+BuildMethodException: 5 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x0021f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:187
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:94
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()


    And..

    Building - Failed to write file: sharedassets0.assets
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()


    Thank
     
  20. XGT08

    XGT08

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    I know about this issue and it has already been fixed. Please send me an e-mail at octamodius@yahoo.com so that I can send you the updated pack.
     
  21. XGT08

    XGT08

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    @santos9991
    I've sent you a DM with a link to the updated pack.
     
  22. GDevTeam

    GDevTeam

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    Just emailed you on that email address.
     
  23. GDevTeam

    GDevTeam

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    Thanks for the very fast response time with a solution. Confirming it works as intended now.

    THANK YOU!
     
    XGT08 likes this.
  24. XGT08

    XGT08

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    Happy to hear it was resolved :)
     
  25. santos9991

    santos9991

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    Hello XGT08,
    How to alternate gizmos from Script?
     
  26. quentin_brun

    quentin_brun

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    Sep 12, 2017
    Posts:
    5
    Hi,

    I found a strange behavior :
    If one call RTFocusCamera.Get.Focus method and then click on the scene gizmo while the focus animation is running, the RTFocusCamera will go in a bad state. From this state it will never be possible to focus again on an object. This is due to the StopFocus function which does not reset IsDoingFocus boolean.

    Would it be also possible to get an access to StopFocus in order to allow to do a new focus before the first is finished?

    Thank you.
     
  27. XGT08

    XGT08

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    You can call the following function:
    Code (CSharp):
    1. RTObjectSelectionGizmos.Get.SetWorkGizmo(ObjectSelectionGizmoId.Move);
    In this example, I activate the move gizmo. Please see this page in the doc for a complete list of gizmo Ids: https://rld.readthedocs.io/en/latest/Gizmos/#object-selection-gizmo-ids
     
  28. XGT08

    XGT08

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    Sounds like a bug. I will try to reproduce it and fix it.
     
  29. xkinginthecastlecastlex

    xkinginthecastlecastlex

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    Posts:
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    Hi guys,
    does anyone know how to assign a second camera during runtime while keeping the gizmos, selection handles etc. working?

    I have created an empty Game Object and attached the following script with cam1 and cam2 in the inspector. When pressing "1" it will switch the cams, but the gizmos (transform, rotate, drag etc) don´t appear...any ideas? what am I missing?

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    namespace RLD{

    public class CameraSwitch : MonoBehaviour {

    public GameObject cameraOne;
    public GameObject cameraTwo;
    public RTGizmosEngine _RTGizmosEngine;
    AudioListener cameraOneAudioLis;
    AudioListener cameraTwoAudioLis;



    // Use this for initialization
    void Start()
    {

    //Get Camera Listeners
    cameraOneAudioLis = cameraOne.GetComponent<AudioListener>();
    cameraTwoAudioLis = cameraTwo.GetComponent<AudioListener>();

    //Camera Position Set
    cameraPositionChange(PlayerPrefs.GetInt("CameraPosition"));
    }

    // Update is called once per frame
    void Update()
    {
    //Change Camera Keyboard
    switchCamera();
    }

    //UI JoyStick Method
    public void cameraPositonM()
    {
    cameraChangeCounter();
    }

    //Change Camera Keyboard
    void switchCamera()
    {
    if (Input.GetKeyDown(KeyCode.Alpha1) || Input.GetKeyDown(KeyCode.LeftAlt) || Input.GetKeyDown(KeyCode.RightAlt))
    {
    cameraChangeCounter();
    }
    }

    //Camera Counter
    void cameraChangeCounter()
    {
    int cameraPositionCounter = PlayerPrefs.GetInt("CameraPosition");
    cameraPositionCounter++;
    cameraPositionChange(cameraPositionCounter);
    }

    //Camera change Logic
    void cameraPositionChange(int camPosition)
    {
    if (camPosition > 1)
    {
    camPosition = 0;
    }

    //Set camera position database
    PlayerPrefs.SetInt("CameraPosition", camPosition);

    //Set camera position 1
    if (camPosition == 0)
    {
    cameraOne.SetActive(true);
    RTGizmosEngine.Get.AddRenderCamera(GetComponent<Camera>());
    cameraOneAudioLis.enabled = true;

    cameraTwoAudioLis.enabled = false;
    cameraTwo.SetActive(false);
    }

    //Set camera position 2
    if (camPosition == 1)
    {
    cameraTwo.SetActive(true);
    RTGizmosEngine.Get.AddRenderCamera(GetComponent<Camera>());
    cameraTwoAudioLis.enabled = true;

    cameraOneAudioLis.enabled = false;
    cameraOne.SetActive(false);
    }

    }
    }
    }
     
  30. XGT08

    XGT08

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    Please try the following:

    Code (CSharp):
    1. RTGizmosEngine.Get.AddRenderCamera(cameraOne);
    2. RTGizmosEngine.Get.AddRenderCamera(cameraTwo);
     
  31. xkinginthecastlecastlex

    xkinginthecastlecastlex

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    Posts:
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    hey thx for your fast reply!
    I just tried it and recieve some errors in the console. Could you please be more specific where to put the code?
     
  32. XGT08

    XGT08

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    In your Start function would be the best place.
     
  33. xkinginthecastlecastlex

    xkinginthecastlecastlex

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    Nov 7, 2018
    Posts:
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    hi, just tried it like in the following code:
    but I receive the errors attached - any idea how to fix that?


    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    namespace RLD{

    public class CameraSwitch : MonoBehaviour {

    public GameObject cameraOne;
    public GameObject cameraTwo;
    public RTGizmosEngine _RTGizmosEngine;
    AudioListener cameraOneAudioLis;
    AudioListener cameraTwoAudioLis;



    // Use this for initialization
    void Start()
    {

    //Get Camera Listeners
    cameraOneAudioLis = cameraOne.GetComponent<AudioListener>();
    cameraTwoAudioLis = cameraTwo.GetComponent<AudioListener>();

    // Add RT Gizmos
    RTGizmosEngine.Get.AddRenderCamera(cameraOne);
    RTGizmosEngine.Get.AddRenderCamera(cameraTwo);

    //Camera Position Set
    cameraPositionChange(PlayerPrefs.GetInt("CameraPosition"));
    }

    // Update is called once per frame
    void Update()
    {
    //Change Camera Keyboard
    switchCamera();
    }

    //UI JoyStick Method
    public void cameraPositonM()
    {
    cameraChangeCounter();
    }

    //Change Camera Keyboard
    void switchCamera()
    {
    if (Input.GetKeyDown(KeyCode.Alpha1) || Input.GetKeyDown(KeyCode.LeftAlt) || Input.GetKeyDown(KeyCode.RightAlt))
    {
    cameraChangeCounter();
    }
    }

    //Camera Counter
    void cameraChangeCounter()
    {
    int cameraPositionCounter = PlayerPrefs.GetInt("CameraPosition");
    cameraPositionCounter++;
    cameraPositionChange(cameraPositionCounter);
    }

    //Camera change Logic
    void cameraPositionChange(int camPosition)
    {
    if (camPosition > 1)
    {
    camPosition = 0;
    }

    //Set camera position database
    PlayerPrefs.SetInt("CameraPosition", camPosition);

    //Set camera position 1
    if (camPosition == 0)
    {
    cameraOne.SetActive(true);
    cameraOneAudioLis.enabled = true;

    cameraTwoAudioLis.enabled = false;
    cameraTwo.SetActive(false);
    }

    //Set camera position 2
    if (camPosition == 1)
    {
    cameraTwo.SetActive(true);
    cameraTwoAudioLis.enabled = true;

    cameraOneAudioLis.enabled = false;
    cameraOne.SetActive(false);
    }

    }
    }
    }
     

    Attached Files:

  34. XGT08

    XGT08

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    I had the impression that cameraOne and cameraTwo are of type Camera. You will need to call:

    RTGizmosEngine.Get.AddRenderCamera(cameraOne.GetComponent<Camera>());
    RTGizmosEngine.Get.AddRenderCamera(cameraTwo.GetComponent<Camera>());
     
  35. xkinginthecastlecastlex

    xkinginthecastlecastlex

    Joined:
    Nov 7, 2018
    Posts:
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    hey thx for the fast reply again!
    the gizmo appears now on my CameraTwo if has been prior selected on CameraOne, but I can´t interact on CameraTwo with the objects - what else do I have to call in order to be able to rotate, scale, snap etc.?
     
  36. XGT08

    XGT08

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    Please describe clearly what you need to do. Do you wish to render to different viewports? Are both cameras fullscreen? Please describe what you are trying to achieve.
     
  37. xkinginthecastlecastlex

    xkinginthecastlecastlex

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    hey sry, forgot to mention... both cameras are fullscreen and both CameraOne and CameraTwo need to be able to use RLD with all functionalities (when selecting objects, it should be able to rotate, scale, drag, snap, duplicate etc) - currently only CameraOne is able to interact with the objects
     
  38. XGT08

    XGT08

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    When you switch between different cameras, make sure to call:

    RTFocusCamera.Get.SetTargetCamera(cameraOne.GetComponent<Camera>());

    or

    RTFocusCamera.Get.SetTargetCamera(cameraTwo.GetComponent<Camera>());

    depending on which camera gets activated.

    Also, I would declare 2 member variables like so:

    Camera _camera0;
    Camera _camera1;

    and initialize them inside the Start function with:

    _camera0 = cameraOne.GetComponent<Camera>();
    _camera1 = cameraTwo.GetComponent<Camera>();

    So then, when you need to switch between cameras you can use these directly.
     
  39. xkinginthecastlecastlex

    xkinginthecastlecastlex

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    Thank you very much! it works now :)

    just one more question:
    you have recommended Easy Save in your RLD Asset description.

    Have you been able to save runtime generated content or do you know how to achieve it?
     
  40. XGT08

    XGT08

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    I have not tested Easy Save. But judging by its description and reviews, it seems like a great solution for save/load. It's better to get in touch with the author and ask them if the pack suits your needs.
     
  41. xkinginthecastlecastlex

    xkinginthecastlecastlex

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    ok, thanks for your help so far!
     
  42. MattInContext

    MattInContext

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    Oct 5, 2018
    Posts:
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    First, I have really enjoyed the improvements you have been making since I first looked at your product about a year ago.

    We just recently started looking at RLD for Gizmo / Selection logic within our application. We develop in Visual Studio and copy our assemblies into Unity as managed plugins. When working with 3rd party plugins we us Assembly Definitions to create stand alone assemblies which are referenced in our VS projects. I have tried a variety of combinations to add assembly definition files to RLD and unfortunately I can't seem to get an assembly to generate without errors.

    The goal is we need an assembly that gives us the non-editor types. It may simply be the organization of the code with interleaved preprocessors (UNITY_EDITOR). I don't know if you have ever attempted this, just checking if you can give any suggestions.

    Thank you very much,
    Matt

    for reference here is the doc page on assembly definitions https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html
     
  43. XGT08

    XGT08

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    Hi Matt,

    I am sorry, but I have always tried to stay away from anything that has to do with assembly definitions, DLLs, etc. This stuff confuses the literal heck out of me and I would like to stay as far away as possible from them :) I'm afraid I can not provide any kind of assistance in this case.

    All the Best,
    Andrew
     
  44. MattInContext

    MattInContext

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    Oct 5, 2018
    Posts:
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    Not a problem. Appreciate the quick answer. We have a way around this and are pushing forward with RLD Gizmo/Selection integration. Agreed at times they (dlls, assembly definitions) can be a PITA. :)
    Take it easy,
    Matt
     
  45. xkinginthecastlecastlex

    xkinginthecastlecastlex

    Joined:
    Nov 7, 2018
    Posts:
    93
    hey Andrew,
    I just tested EasySave and can confirm it works with RLD with the auto-save method however there is one thing that doesn´t work. You can basically use all of your integrated features, such as drag, rotate, position, scale but when pressing Q (not sure how you call it - please check the image attached) - and when I am duplicating this object in runtime and delete one or more of the duplicated objects - all of the duplicated objects will be load again. Same happens when using CTRL + D to duplicate, lets say cube 1,2,3 and than delete cube 2 - all 3 cubes will be loaded ..



    ou.. I just recognized this happens every time an object has been deleted.

    any idea how to solve this?
     

    Attached Files:

    • es.JPG
      es.JPG
      File size:
      15.9 KB
      Views:
      546
  46. XGT08

    XGT08

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    When you delete a game object in RLD, what actually happens is that the object is disabled. So objects are not actually deleted because they need to be restored via the Undo/Redo mechanism. So when you save the scene, you have to make sure that the enabled/disabled state of the game objects is also saved and when loading, make sure you apply that state.
     
  47. xkinginthecastlecastlex

    xkinginthecastlecastlex

    Joined:
    Nov 7, 2018
    Posts:
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    Hey thx for your help! I contacted the ES-Support to clarify this.

    But I have another question regarding RLD - is it possible to position runtime generated prefabs directly at the terrain? Currently they are positioned in the center of my cam (which is sometimes hiding objects below the terrain if the camera is pointing down) - is this somehow possible?
     
  48. santos9991

    santos9991

    Joined:
    Oct 31, 2018
    Posts:
    17
    Hello XGT08,

    I have a gameObject with children.
    When I resize the object, all children are resized.
    Is possible to freeze some children who are not being resized?

    Thanks.
     
  49. XGT08

    XGT08

    Joined:
    Aug 1, 2013
    Posts:
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    This is a bit unusual. If an object has children, then when you transform the object, its children will be transfomred along with it.

    There might be a way, but I can not make any guarantees that it works:

    1. first define 2 handlers for the gizmo drag begin and drag end (see doc) events like so:
    Code (CSharp):
    1. private void OnScaleGizmoPostDragBegin(Gizmo gizmo, int handleId)
    2. {
    3.     var selectedObjects = RTObjectSelection.Get.SelectedObjects;
    4.  
    5.    // Find the selected object whose children you want to freeze
    6.    // ...
    7.  
    8.    // We have the object; now retrieve all of its children and save them somewhere together with their parent transform so  that we can restore their parent later.
    9.   // ...
    10.  
    11.    // Detach the children from their parent
    12.    // ...
    13. }
    Code (CSharp):
    1. private void OnScaleGizmoPostDragEnd(Gizmo gizmo, int handleId)
    2. {
    3.      // Use the saved information to repair the parent child relationships
    4.      // ...
    5. }
    2. Register those handlers with the scale gizmo:

    Code (CSharp):
    1. var scaleGizmo = RTObjectSelection.Get.GetGizmoById(ObjectSelectionGizmoId.Scale);
    2.  
    3. scaleGizmo.PostDragBegin += OnScaleGizmoPostDragBegin;
    4. scaleGizmo.PostDragEnd += OnScaleGizmoPostDragEnd;
    So the idea is that when the scale gizmo begins a drag session (i.e. when you start dragging one of its handles), the first handler will be called which will detach the children from their parent and also save the children's parent information somewhere so that it can be restored later.

    The second handler is called when you release the left mouse button (i.e. stop dragging) and it is responsible for using the saved information to restore the parent-child relationships.

    Hopefully, this will help you out. If you need any hints as to how to accomplish any of those steps, please let me know.

    Regarding the terrain issue, I will look into it and see what I can do.
     
  50. santos9991

    santos9991

    Joined:
    Oct 31, 2018
    Posts:
    17
    Hi XGT08,

    I already had it done exactly.
    The problem that the box border resizes only with the object that will be resized, and the gizmo goes crazy.

    Why do I need to do this?
    I have a desk, I want to increase the width of it, the larerals should be the same size, only change their position.
    this occurs with several other objects such as doors, cabinets, table.

    See the image.