Current progress on this example included in the BuildR asset. I’ve changed the colours so they are better suited to the style I’m aiming for. I’ve worked on getting the offsetting of buildings working correctly now. I also introduced frame geometry for wall section openings which made a lot of sense for these exposed timber designs.
We have buildings! The BuildR Carcassonne project has come alive and BuildR is now generating building mesh data for all the buildings. There is much to add and improve on, but I’m super happy with how it’s working. This example took less than 10 seconds to generate.
BuildR 2 allows users to create buildings within Unity without the need of external modelling programs. It has a quick and simple workflow to create buildings with ease. You can edit and preview everything within the Unity editor. Generate full interiors, curve facades and have overhanging sections. After 4 years, I’ve taken all the great feedback and knowledge, rebuilt this asset from the ground up, to create something that is flexible and powerful.
I’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.
I have recently released the latest version of Track BuildR which has been christened the “Stunt Update“. This version comes with support to create circuits with loops, jumps and twists after rebuilding the track cant implementation.
It also includes Substance texture support, FBX, OBJ and XML export, track extrusion and some minor bug fixes. I’m very proud of the fact that Track BuildR since release has had only one bug!
The update did come at a slight cost – 1.0 tracks are not supported… With the new undo system that Unity 4.3 implemented along with the hell that is using ScriptableObjects, I needed to change the base implementation of Track BuildR to Monobehaviour. The problem is it breaks backward compatibility… I do have a plan for users needing the upgrade. It involves exporting the 1.0 track to XML (with some re) and importing it into a fresh 1.1 track. This method was used to bring the Spa Francorchamps track to 1.1 and it’s pretty easy.
I hope it’s well received! You can check out videos, demos and further information.