The first thing you need to do on a new project with modelers is to agree on a scale. This is especially important if there are multiple modelers on the project, you don’t want them all producing content at different scales! The best way to determine scale is to ask each modeler to produce a one unit cube as they see it. Bring the cube into Unity and compare it to the primitive Unity uses (Menu > GameObject > Create Other > Cube). The Unity cube is one unit squared and one unit is one meter.
Why is it important that we stick to Unity unit = 1 meter? For starters, it just makes sense right? When you code anything in your game, it’s easy to move something 1m/s.
Also, if there is any physics in your game, you’re going to need to stick to this concept. The physics simulation is based on 1 unit = 1 meter and any other scale is going to give you a physically weird world. Things will fall too quick or slow.
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.
Today I released my second product on the Unity3D Asset Store. It’s very much based off the work I have been doing on Redacted though it’s pursuing a different direction (realistic external rather than abstract/internal building generation). With BuildR you can create external building models within the Unity3D IDE without a 3D modeling program. I’ve worked hard to create a simple system that gives the user as much control over the building as I could imagine. At the moment you can export your model into the OBJ format although I’m working on an FBX export option too (a little trickier as I’m having to reverse engineer the file format – fun!).
I’m releasing it as a beta and at a reduced price to begin with. I’m not sure how many bugs people will find as there is only so much testing a few people can do. I also feel like there might be additions to the workflow as some people will want it to use BuildR in ways I have not yet imagined. At the moment it’s not really set up to run at runtime, there’s little support to link into other code or is it ready for full procedural generation. I’m confident this will all be included in the future though. As the codebase matures and more features make it to the release, I will increase the price.
I’d like to give a big thanks Sergio, Aidan, Jerome who very kindly had a go on some of the early alpha/beta releases and weeded out some bugs, smoothed some edges and made it a better product.