• Building Placer
Manages the logic for each construction mode, whether in the Unity Editor or during playtime. It includes three different building modes: placement, destruction, and editing. Each mode is selectable either via default shortcuts (with customizable inputs, using either the legacy or the new input system, Rewired) or through the included Circular Building Menu add-on provided in the package.
Supports different camera 3D perspectives, including first-person, third-person, top-down, and isometric views, XR/VR.
• Building Area
Allows you to enable or disable the placement, destruction, or editing of new objects within specific areas of any scene. The area can take two configurable shapes, such as size or position (Spherical, Bounds).
• Building Part
Each object you wish to place, destroy, or edit in your scene must have this component. It contains multiple settings to identify it, manage its model, handle its settings in preview mode, and manage placement/destruction/edition conditions via the condition system.
Model settings: Allows managing multiple models of the same type while keeping their settings. This can be very useful to avoid having to create a new component each time if only the appearance of the object changes while the shape remains the same.
Preview settings: Fully customizable, including the preview material, color, transition animation between colors, movement type (normal, grid, smooth), adaptation according to the viewing angle (with axis selection), rotation of the preview along any axis, a directional indicator for the preview's orientation, options to rotate or maintain orientation during snapping, capabilities to clamp or offset positions/rotations, the ability to move the preview only if placement is feasible (remaining at the last position otherwise), and the option to deactivate specific scripts/renderers/gameObjects during preview mode.
Condition System: Activate or deactivate each of the following conditions per object according to your specific needs:
Physics Condition: Adds stability points to your objects for stable placement and triggers object falling if stability is compromised, such as during support destruction.
Collision Condition: Manages collisions with the possibility to enable or disable specific ones.
Terrain Condition: Detects Unity Trees in the vicinity to prevent placement too close, including an option to remove grass upon object placement. It's important to note that this condition only works on Unity Terrain.
NavMesh Condition: Dynamic navigation for your AI Agents to avoid newly placed obstacles, such as walls, for example.
• Building Socket
Snap any object you have created or already existing in the project to a specific position/rotation or scale. It enables the definition of multiple building types on a single socket to facilitate the addition of new buildings and optimize performance more effectively.
• Building Manager
Referencing only the objects that will be used for each scene to avoid loading unnecessary references and to organize a large number of building parts according to the requirements.
Includes optimization features to reduce draw calls and optimize rendering based on the camera view.
• Building Saver
Saving and loading of previously placed Building Parts in each scene. The data is serialized in JSON format. Each file is named after the scene on which it was saved, allowing each scene to have its own file.
• Custom Editors
Simplifies adjusting and overseeing the system's features with custom editors for each component, making it simple and clear. Includes a set of highly innovative tools to facilitate the process of adding new building components, such as a real-time preview system during socket configuration, as well as collision and physics management within your scenes.
• Development & Resources
API: Full source code and detailed documentation.
Additional Resources: Includes demoscenes, add-ons & integrations.
Third-Party Notice: Incorporates resources under CC0 1.0 License.