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Hi this is a really amazing asset, its great and I was just wondering how exactly I can implement rotation into this. I'm not at all good with c# and I just wanted to know how I can go about doing this.
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Reply from publisher:
replied 5 years ago
Hi, you got to rotate the ghost object so the user sees the changes around line 111 in BuildManager.cs and then use the rotation of the ghost in line 137. I'll look into it, sorry for the long wait for an answer people. But the asset is not actively maintained anymore.
I have used this to get the basics of building placement for a city builder up and running quickly and it has been great. Code is clear so you can quickly adapt it to suit and expand on it to add more/different functionality. Thanks!
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This asset is a must have for everyone developing a RTS (-prototye). The approach is very interesting and I hope the creator will continue making this even more awesome.
Also, the support is great; I encountered abug and got a fix within only 2 hours.
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Reply from publisher:
replied 9 years ago
Thank You again for telling me about this bug.
The new version with the Fix is already up for approval.
Everyone please make sure to backup your BuildManager custom changes since I had to modify it.
- Tobias
How to change the objects in other objects to build?
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Reply from publisher:
replied 9 years ago
There are 2 example prefabs in the pack, you can use those as reference.
It uses boxcolliders because it makes the slope and collision calculations easier.
So just create a prefab of your object and it has to have: Boxcollider, Building Collision (Script), Rigidbody.
And then just pull the building into the list of the BuildManager. Then you can spawn it.
The Tutorial only supports 2 objects at this time, because i Hardcoded the UI. so you have to put your obects at index position 0 and 1 of the build Manager. Or you change the ui code to dynamically create the buttons.
- Tobias
B
Very Good
10 years ago
Ballisticsporkon previous version 1.04
I found this asset to be very good. I think a feature that could be added is an optional grid that the buildings snap into (not like snapping where the buildings snap onto eachother, but where the buildings can only be placed directly on the squares of the grid). Thanks!
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This helped me get started in a big way. It's easy to use and easy to inject you own code into. I've added building rotation and ghost hight to this script for my game. Big props to the coder who added this to the store! Cheers
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