BuildR 2.0 in the works

icon_flattenedI’d like to officially announce that BuildR 2.x is in production!
I’m currently building a new version from the ground up. Over the years I’ve received some amazing feedback from you guys and while I’ve striven and successfully added a lot of your requests, there is a lot that can be added that was either just a lot of work or just impossible with the current BuildR code architecture.

BuildR started out as a way to generate simple buildings to fill your levels. I didn’t want to just create square buildings like some programs, I wanted complex shapes supported. Over the years – and it’s been over three already! – interiors, stairwells, custom windows, Substance textures, runtime generation, and many more things were added. But I’ve now reached the point where we need to start again, picking the best bits of BuildR 1.x and creating something that can support some of the things you’ve requested over the years.

Here is a list that I’m committed to doing. They may not all appear in 2.x but I currently have no reason to believe these won’t make the final build.

  • Curved facades
  • Interior generation including walls, doors
  • Overhanging sections
  • Overhanging roofs
  • Deep support for custom geometry
  • Strong support for procedural runtime generation

I’ve been on the store for over 5 years now and a Unity developer for much longer so there are many things I would like to implement for this. There will also be significantly tighter integration with the Unity editor, expect a lot more drag and dropping and simple ways to create buildings.

Price wise it’s probably going to be a $100 asset with an upgrade path from 1.x for about $10 though I’m still weighing all these options right now and this could change. ETA is maybe an early beta by the end of August for people who want to try it out and test it for me. Hit me up on my email with your BuildR invoice number if you’re interested.

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