This is definitely the best tutorial to start with placing objects on grid, also with grid snapping. I watched many tutorials and they are so compicated... Here we have essential steps to reproduce building system. Thank you very much, this video helped me a lot!
you wonderous wonderous man I have been stuck on this problem for ages and every other tutorial or guide made this monumentally more difficult than it had to be. with this I can finally move forward in my project thanks to you. I had to update a few minor things but this gives me an fantastic base upon which to continue building.
Thank you! If you have any ideas on how to improve this building system let me know! (I have gotten suggestions from people to make the tutorial more on how to make it a full RTS but I am trying to keep It just at a simple building system.)
@@ludoremstudios yes just keep simple. I wanna try to put houses instead of these object in your video. That's why i wanna know how to se procedural buld of the object.
00:00 🌐 *Setting up the scene: Create a ground plane, reposition the camera, and create an empty game object called "building manager" in Unity.* 04:53 🛠️ *Building System Script: Create a script named "building manager," initialize variables for objects, position, raycasting, and layer mask in Unity.* 06:31 🖱️ *Object Selection: Implement a method to select objects using UI buttons and instantiate them at the mouse position in the game world.* 10:48 🔄 *Grid Snapping: Introduce toggleable grid snapping with variables like grid size and a UI toggle button to control snapping behavior.* 16:27 🔄 *Object Rotation: Implement object rotation using a method, a public float variable for rotation amount, and a key press check for the 'R' key.* 17:55 🌲 *Using Prefabs: Illustrate how to use prefabs other than primitive shapes, allowing the placement of trees or custom objects in the building system.*
Nice video.. For people using the new Unity input system, which really isen't that new anymore ;) just add "Using UnityEngine.inputSystem" & "Using UnityEngine.Eventsystem" And replace the input mouse position with for this example the ray.. Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadDefaultValue()); Also very much recommend cache the Camera.main. calls, if you run Camera.main..... it will do a find camera on each frame. If you cache it in the awake, start, onenable or similar it will only do it once.. ;) Mouse down, is now it's own method you just subscribe to the event when there is a interaction. This allows interactions not to be hardcoded and easy customizable for the end user.
Solid tutorial! I’m not a Unity user, but your audio quality and delivery of information is top tier compared to 99% of unity tutorials out there. Nice work!
@@ludoremstudios Just like when you were starting out making games, your first attempts are never good enough in your own eyes, but it gets better as you continue to refine your skills. Keep it up, you'll get there if you put in the effort.
What do you mean by isn't working? If it's not showing up in the inspector, make sure it is public or [SerializeField]. Otherwise I don't really know what your issue is.
Glad it helped! I actually was just making the google doc to help myself when recording the tutorial (I do everything twice) and decided to just post it for people who prefer reading instead of watching (like me).
In the variables part of your script, are the variables public or [SerializeField]? If neither of those are before the variables, then it won't show up in the inspector. Hope this helps, and thanks for watching! (sorry for the late response)
@@gamingwithdadi6778 Could you join my discord server (if you have it) and post a picture? If you can't paste your variables section here in the comments so I can look at it. Thanks for watching!
Hey! There are multiple ways you could do it. If the grid size is never going to change, you could simply put an image of a grid that matches the size. You could also use some sort of dynamic shader that uses the size variable to generate a grid. I can't help much more right now.
thanks you for this, been scouring the internet for a basic placement tuto as this one without sucess. If you could do a video on how to make a road/path by clicking draging and releasing it would be awesome. i wish you growth & luck with your channel.
Hello there, what if I want to create a function where I want to place the buildings (of the same type) multiple times without clicking the button again?
Lets say you wanted to hold down control to keep placing- First, I think you will need to store which index was called, so create a private int at the top called something like previousIndex, then in the SelectObject method set it to the int variable passed through the function, I forget the name. In the part where you place the object, like under pendingObject = null; add an if statement that checks if you are holding down calls selectObject again using previousIndex as the index variable.
Does your camera have the tag "Main Camera" ? It is a default tag within unity, and allows the game to use Camera.main in the script by finding which camera has that tag.
Thanks for the great video. What is the resolution and monitor size you use? I have a 23.6 inch FHD monitor. I am thinking of buying a 27 inch QHD monitor, and use both of them. Do you think a dual monitor setup would be good with the Unity editor? Or a 32 inch with UHD alone? I am really in an analysis paralysis about this. Any help much appreciated.
I have a dual monitor setup, my left being my main monitor and my right being where I have OBS, Discord, and Google open at pretty much all times. My left monitor is 27in, 2560x1440. My right is a 28 or 29in, 4k monitor. I use Unity on my left, I don't split it between both my monitors usually. It's really whatever you can afford and have space for. Hope this helps!
It has to do with the origin of your object. In your 3d modeling program move the object so the base of the object is on the ground and set the origin. If you are just using default unity shapes you can hardcode in an offset.
I'm not kidding when I say that today is my FIRST day working with C# and Unity. You have been a great help!!! I was able to successfully connect the objects to buttons which place my shapes. However, they aren't draggable like they should be and the blocks just auto-place in the same spot. I was following the code, so I am sure that I'm making a beginner mistake somewhere. Do you have any tips?
Hey man, great Tutorial so far! But I get a problem that makes my brain melt because I cant find the damn solution... At 12:00 Line 18, you make a SerializeField. But for whatever Reason unity gives me an error for that. "Error CS0246: The type or namespace name "Toggle" could not be found" The weird thing is, that the SerializeField at Line 14 works without error. I went through your video 3x because I thought I have been missing something. But I jsut cant find error & solution. Google wont help me in this case either...Perhaps you got any Idea? Best Tim
Hey Tim! This is a very simple issue. Simply add "using UnityEngine.UI;" to the top of your script with the other "using" bits. Thank you for watching!
Oh man, now I feel stupid. I googled the Toggle Class and it seems like it is a class of the UnityEngine.UI Namespace. If you add that together with the UnityEngine.InputSystem, everything seems to work fine!
@@ludoremstudios hey i also seem to have the same problem but i have the correct layer on the ground and the script and also have the correct tag on camera but it still place thing at 0,0,0 when i press the button,im making an rpg game so the camera will move following the player but im not sure if that matter,need help ty Edit:nvm found the problem its because im making a 2D game i search on your discord and found the solution Thank You
Technically the script should work with any camera setup, but won't be perfect. I can't give you a whole player controller, but unity provides some in the starter assets pack and there are hundreds online if you do a little searching.
The origin of the prefab is where the transform is. So for a cube, the transform is in the middle of the cube. And when we set the transform of the cube to a spot on the ground, the center is moved to that spot so half is below the ground. If you were using custom models made in blender, you can change the origin of a model to be somewhere lower so you can see the whole model. To fix that with just basic shapes you could add an offset or something using a Vector3 variable and doing pendingObject.transform.position = targetPos + offset; (untested)
If you want to remove money, just do "moneyVariable -= cost", where moneyVariable is the variable or variable in another script that stores money, and cost is the cost of the object. To get a cost, I would use Scriptable Objects to create different types of objects that store a prefab, cost, name, etc, and those are accessed in the script instead of just prefabs. To restore money, I would save the scriptable object on a "dataholder" monobehaviour placed on every prefab so you can access the scriptable object on that prefab when needed. Sorry if this doesn't make much sense, I would look up some tutorials on scriptable objects and things if you don't understand this.
Does this work in 2D as well? I've been trying to find grid placement tutorials, and this seems more promising than the others i have seen, but i just want to check if it would work in 2D aswell
Hm... when I click the button, the prefab just stays in one place and when I click it places like it should, but it isnt following my mouse when it has to. I rewatched the video like 5 times and I dont know where the issue is..
Ok, does the ground have a layer called "Ground" (you need to make this yourself and apply it), and does the Layer mask variable have "ground" selected? That is all I can think of right now, let me know if that doesn't work.
You can join my discord server from the description and post an image of your script there, otherwise I don't know if I can help you. (sorry for late response for some reason RUclips wouldn't publish the comment).
This is fantastic what you are doing, it would be ideal if, in some way, when you set up the prefab, you could see the construction of that placed object in, say, three levels, the start, the middle level and the finished building (object)... It would be incredibly cool
I hope you will continue to show this tutorial, I will use it for a totally different purpose but the point is to set up and build,You helped me a lot, thank you very much. I can't write a comment on your video "selection", so I'm writing here... I really hope you continue..
Thank you for watching! It is strange you can't comment on the selection video. Anyway, to have a building thing, you will need to create an animation for every object that plays when you place an object, which can be pretty tedious. You could probably also write some sort of shader that gradually reveals the object over time, but I can't explain all that in this comment.
I went through all of the tutorial but when I started the game no matter the button I click it places the same shape (when I have a sphere, a cube and a cylinder). Why? 🙃Oh and also the Grid is On no matter is it's toggled by the checkbox or not.
Thanks for watching! 1. Make sure to set the buttons OnClick() event in the inspector, and *change the value* to the array number. 9:27 is where I go over this. 2. I think someone had this issue as well. There is a line of code that overrides the grid stuff. I don't know exactly the line number for you, but try looking at the code in the update method that sets the position of the object. In the tutorial it is at 13:27 where I move this line of code into an else statement, check if it is still there not in an else statement.
There are multiple ways to do it, the easiest being to purchase this asset: assetstore.unity.com/packages/tools/utilities/easy-save-the-complete-save-data-serialization-system-768#description I have used it and it is very good. But if you think you are advanced enough I can tell you kind of how it works. Essentially for saving prefabs, the asset gives each prefab a unique ID, which is then used to load in the saved scene by reading off those id's and loading in the info like transforms. But I do recommend the asset, the support you get on it is amazing.
@@ludoremstudios can you please doing a tutorial as work Easy Save - The Complete Save Data & Serialization System or if we can see with webcam and this program save object that i put with forlder resources ?i have some object
That is a lot more complicated, mayve you could check out Code Monkey's tutorials on a building system like that. It won't be as simple but it might be closer to what you are looking for.
Hi, I noticed a bug in your grid system. If the position of the object has negatives values, then it won't move. To fix the problem, you should add : float RoundToNearestGrid(float pos) { float xDiff = pos % gridSize; pos -= xDiff; if(xDiff > (gridSize / 2)) { pos += gridSize; } if(xDiff * (-1f) > (gridSize / 2)) { pos -= gridSize; } return pos; }
But it's Unlike Roblox. Roblox Has a Building-System. It Has a Script System. 3D Game-Creating-Systems or 3D Game-Maker is like Your Creating Your Own Game in a Game's Website. Like Roblox
I think I understand what you are saying, and this was never meant to be like Roblox. I am not trying to teach people how to make a Roblox-like game, this system is more used in RTS style games or sandbox games.
This is definitely the best tutorial to start with placing objects on grid, also with grid snapping. I watched many tutorials and they are so compicated... Here we have essential steps to reproduce building system. Thank you very much, this video helped me a lot!
you wonderous wonderous man I have been stuck on this problem for ages and every other tutorial or guide made this monumentally more difficult than it had to be. with this I can finally move forward in my project thanks to you. I had to update a few minor things but this gives me an fantastic base upon which to continue building.
Have been looking for this!!! Thanks. Your tutorial is short ,easy to follow, and straight to the point. Love it. Hope you finish the whole series.
Thank you! If you have any ideas on how to improve this building system let me know! (I have gotten suggestions from people to make the tutorial more on how to make it a full RTS but I am trying to keep It just at a simple building system.)
@@ludoremstudios yes just keep simple. I wanna try to put houses instead of these object in your video. That's why i wanna know how to se procedural buld of the object.
This is the tutorial I was looking for. Incredibly concise well written and well explained
Thank you!
00:00 🌐 *Setting up the scene: Create a ground plane, reposition the camera, and create an empty game object called "building manager" in Unity.*
04:53 🛠️ *Building System Script: Create a script named "building manager," initialize variables for objects, position, raycasting, and layer mask in Unity.*
06:31 🖱️ *Object Selection: Implement a method to select objects using UI buttons and instantiate them at the mouse position in the game world.*
10:48 🔄 *Grid Snapping: Introduce toggleable grid snapping with variables like grid size and a UI toggle button to control snapping behavior.*
16:27 🔄 *Object Rotation: Implement object rotation using a method, a public float variable for rotation amount, and a key press check for the 'R' key.*
17:55 🌲 *Using Prefabs: Illustrate how to use prefabs other than primitive shapes, allowing the placement of trees or custom objects in the building system.*
Nice video.. For people using the new Unity input system, which really isen't that new anymore ;)
just add "Using UnityEngine.inputSystem" & "Using UnityEngine.Eventsystem"
And replace the input mouse position with for this example the ray..
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadDefaultValue());
Also very much recommend cache the Camera.main. calls, if you run Camera.main..... it will do a find camera on each frame.
If you cache it in the awake, start, onenable or similar it will only do it once.. ;)
Mouse down, is now it's own method you just subscribe to the event when there is a interaction.
This allows interactions not to be hardcoded and easy customizable for the end user.
Thank you for the tips!
Solid tutorial! I’m not a Unity user, but your audio quality and delivery of information is top tier compared to 99% of unity tutorials out there. Nice work!
Thank you! This video took a while to make, and I still think I rambled too much. And I come nowhere near as good as brackeys
@@ludoremstudios Just like when you were starting out making games, your first attempts are never good enough in your own eyes, but it gets better as you continue to refine your skills. Keep it up, you'll get there if you put in the effort.
@@feidry Thank you!
Continue your work! I've been stuck with my building for a while and this is exactly what I needed!
I'm glad it was helpful!
The objects list isn't working for me, what should i do?
What do you mean by isn't working? If it's not showing up in the inspector, make sure it is public or [SerializeField]. Otherwise I don't really know what your issue is.
Thank you! The Google Doc was a great addition as well. Could use some touching up but worked great with the video!
Glad it helped! I actually was just making the google doc to help myself when recording the tutorial (I do everything twice) and decided to just post it for people who prefer reading instead of watching (like me).
I'm at 10:11, and why does every time I click on 1 the object instantly go in 0, 0, 0?
Hi I am getting this too, did you find out why / how to fix it?
Simple yet very effective! Thank you
Glad it was helpful!
Thanks for the tutorial, it cleared up a lot of my confusion
Glad it helped!
at 6:42, i can see under your script the objects and layer mask, but mine ins't displaying. What could be the problem?
In the variables part of your script, are the variables public or [SerializeField]? If neither of those are before the variables, then it won't show up in the inspector. Hope this helps, and thanks for watching! (sorry for the late response)
@@ludoremstudios Thank you this helped a lot!
@@ludoremstudios For me it still doesn't work what could be the problem? I think I wrote everything right
@@gamingwithdadi6778 Could you join my discord server (if you have it) and post a picture? If you can't paste your variables section here in the comments so I can look at it. Thanks for watching!
@@ludoremstudios ok
The tutorial looks really good! I`ll try doing it and tell you how it turns out!
Hey I had a question how can I make the grid visible?
Hey! There are multiple ways you could do it. If the grid size is never going to change, you could simply put an image of a grid that matches the size. You could also use some sort of dynamic shader that uses the size variable to generate a grid. I can't help much more right now.
Thank you so much! This helped so much!
10/10 tutorial.
thanks you for this, been scouring the internet for a basic placement tuto as this one without sucess. If you could do a video on how to make a road/path by clicking draging and releasing it would be awesome. i wish you growth & luck with your channel.
Thank you! I have been thinking about doing some spline based building tutorial, so you might see that soon!
Hello there, what if I want to create a function where I want to place the buildings (of the same type) multiple times without clicking the button again?
Lets say you wanted to hold down control to keep placing-
First, I think you will need to store which index was called, so create a private int at the top called something like previousIndex, then in the SelectObject method set it to the int variable passed through the function, I forget the name.
In the part where you place the object, like under pendingObject = null; add an if statement that checks if you are holding down calls selectObject again using previousIndex as the index variable.
Im using a cinemachine and cant get this to work. Think it has something to do with casting the ray from the camera
Does your camera have the tag "Main Camera" ? It is a default tag within unity, and allows the game to use Camera.main in the script by finding which camera has that tag.
Thanks for the great video. What is the resolution and monitor size you use? I have a 23.6 inch FHD monitor. I am thinking of buying a 27 inch QHD monitor, and use both of them. Do you think a dual monitor setup would be good with the Unity editor? Or a 32 inch with UHD alone? I am really in an analysis paralysis about this. Any help much appreciated.
I have a dual monitor setup, my left being my main monitor and my right being where I have OBS, Discord, and Google open at pretty much all times. My left monitor is 27in, 2560x1440. My right is a 28 or 29in, 4k monitor. I use Unity on my left, I don't split it between both my monitors usually. It's really whatever you can afford and have space for. Hope this helps!
great tutorial! this is extremely helpful:) how do i put the object on the terrain because half of the object is being covered by the ground?
It has to do with the origin of your object. In your 3d modeling program move the object so the base of the object is on the ground and set the origin. If you are just using default unity shapes you can hardcode in an offset.
Once I click a button, the new prefab just keeps flying towards the camera. Any ideas?
Ignore - fixed it. Best tutorial out there
In my project can not working grid system, I cannot understand why, I did everything and controled it,can U help me about that?
What exactly is not working? Is it just not snapping? Make sure your UI is properly set up. Are you getting any errors?
Why do i get error, the type or namespace name ‘unity’ could not be found?
A google search probably would have worked, but my guess is that you missed something when writing the code, so make sure to double-check everything.
I'm not kidding when I say that today is my FIRST day working with C# and Unity. You have been a great help!!!
I was able to successfully connect the objects to buttons which place my shapes. However, they aren't draggable like they should be and the blocks just auto-place in the same spot. I was following the code, so I am sure that I'm making a beginner mistake somewhere. Do you have any tips?
Hey man, great Tutorial so far!
But I get a problem that makes my brain melt because I cant find the damn solution...
At 12:00 Line 18, you make a SerializeField. But for whatever Reason unity gives me an error for that. "Error CS0246: The type or namespace name "Toggle" could not be found"
The weird thing is, that the SerializeField at Line 14 works without error. I went through your video 3x because I thought I have been missing something. But I jsut cant find error & solution. Google wont help me in this case either...Perhaps you got any Idea?
Best
Tim
Hey Tim! This is a very simple issue. Simply add "using UnityEngine.UI;" to the top of your script with the other "using" bits. Thank you for watching!
Oh man, now I feel stupid. I googled the Toggle Class and it seems like it is a class of the UnityEngine.UI Namespace. If you add that together with the UnityEngine.InputSystem, everything seems to work fine!
Help please i Made a new camera and set the tag to be main camera But it just places the things at 0,0,0
Resolved in discord: didn't have the correct layer on the ground plane
@@ludoremstudios hey i also seem to have the same problem but i have the correct layer on the ground and the script and also have the correct tag on camera but it still place thing at 0,0,0 when i press the button,im making an rpg game so the camera will move following the player but im not sure if that matter,need help ty
Edit:nvm found the problem its because im making a 2D game i search on your discord and found the solution Thank You
how can I make a player in first/third pov to use this script to build floors and walls? Please help
Technically the script should work with any camera setup, but won't be perfect. I can't give you a whole player controller, but unity provides some in the starter assets pack and there are hundreds online if you do a little searching.
Great And simple building system, Thanks bro :)
Hello, great tutorial. When I do the same thing in a 2D game I can't drag the object when I press the button. What do you think could be the problem?
Someone in my discord server has figured out how to make the system work for 2D, I don't remember the specifics but I can try to find it.
Essentially, instead of using a raycast you use
pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
pos.z = 0;
Hi again :) First of all thanks for the help
@@kardelencanoglu1353 Works perfectly fine. Thank you!
i don't understand what is gridsize ?
The Grid Size variable simply changes how big the grid your objects snap to is. If the grid size is set to .25, the objects snap to every .25 units.
@@ludoremstudios okay thank you !
I prefer name it cellSize
How do I make the objects snap to the plane and not go through or hover above it?
How can you fix the object going into the ground?
The origin of the prefab is where the transform is. So for a cube, the transform is in the middle of the cube. And when we set the transform of the cube to a spot on the ground, the center is moved to that spot so half is below the ground. If you were using custom models made in blender, you can change the origin of a model to be somewhere lower so you can see the whole model.
To fix that with just basic shapes you could add an offset or something using a Vector3 variable and doing
pendingObject.transform.position = targetPos + offset; (untested)
Damn this tutorial is so easy to follow! thx
Nice Tutorial, do you have an idea how avoid objects being centered in the middle of the ground ?
Umm, join my discord server if you have it and ask there, if not I will need to see your script.
Thanks for the video and the text version
Thank you for watching!
How can I restore money in the placeObject method? please
If you want to remove money, just do "moneyVariable -= cost", where moneyVariable is the variable or variable in another script that stores money, and cost is the cost of the object. To get a cost, I would use Scriptable Objects to create different types of objects that store a prefab, cost, name, etc, and those are accessed in the script instead of just prefabs.
To restore money, I would save the scriptable object on a "dataholder" monobehaviour placed on every prefab so you can access the scriptable object on that prefab when needed.
Sorry if this doesn't make much sense, I would look up some tutorials on scriptable objects and things if you don't understand this.
This was fantastic! Thanks!
I'm getting too many errors so please provide me the source code means unity project files, Thank you
My script don't work. do yo uhave any plugins in your vscode? or vs comunity 2022?
my codes are glowing red and does not appear in suggestion so i was thinking there was missing in my plugins/extensions or what not that i do not know
@@lizardblue6483 I answered your question in my discord server!
Does this work in 2D as well? I've been trying to find grid placement tutorials, and this seems more promising than the others i have seen, but i just want to check if it would work in 2D aswell
Figured out in discord server! For the most part it does 👍
grid snapping objects didn't work for me help
Hm... when I click the button, the prefab just stays in one place and when I click it places like it should, but it isnt following my mouse when it has to. I rewatched the video like 5 times and I dont know where the issue is..
Ok, does the ground have a layer called "Ground" (you need to make this yourself and apply it), and does the Layer mask variable have "ground" selected? That is all I can think of right now, let me know if that doesn't work.
@@ludoremstudios Yes, it has Ground and layer in the script is also selected to work on Ground layer.. I don't know...
You can join my discord server from the description and post an image of your script there, otherwise I don't know if I can help you. (sorry for late response for some reason RUclips wouldn't publish the comment).
@@ludoremstudios I posted the code in project help channel
why the game object comes to the camera?
layer problem xd mb
This is fantastic what you are doing, it would be ideal if, in some way, when you set up the prefab, you could see the construction of that placed object in, say, three levels, the start, the middle level and the finished building (object)... It would be incredibly cool
I hope you will continue to show this tutorial, I will use it for a totally different purpose but the point is to set up and build,You helped me a lot, thank you very much. I can't write a comment on your video "selection", so I'm writing here... I really hope you continue..
Thank you for watching! It is strange you can't comment on the selection video. Anyway, to have a building thing, you will need to create an animation for every object that plays when you place an object, which can be pretty tedious. You could probably also write some sort of shader that gradually reveals the object over time, but I can't explain all that in this comment.
@@ludoremstudios do video about that..😀 like som sequel to this.
@@dkordy I'm not an artist and that is more of an artistic thing, sorry. But it's a great idea! Maybe there is already a tutorial for it out there?
@@ludoremstudios yea,ok... thanks!
this is exactly what i needed thank you so much
Glad it helped!
I went through all of the tutorial but when I started the game no matter the button I click it places the same shape (when I have a sphere, a cube and a cylinder). Why? 🙃Oh and also the Grid is On no matter is it's toggled by the checkbox or not.
Thanks for watching!
1. Make sure to set the buttons OnClick() event in the inspector, and *change the value* to the array number. 9:27 is where I go over this.
2. I think someone had this issue as well. There is a line of code that overrides the grid stuff. I don't know exactly the line number for you, but try looking at the code in the update method that sets the position of the object. In the tutorial it is at 13:27 where I move this line of code into an else statement, check if it is still there not in an else statement.
sir rotate method not work pls guide
Without more info it might be difficult to assist you. Are you getting any errors? Is the "rotate amount" variable set in the inspector?
and how do i do it in custom plane?
if id'like to save object as i can doing?
There are multiple ways to do it, the easiest being to purchase this asset: assetstore.unity.com/packages/tools/utilities/easy-save-the-complete-save-data-serialization-system-768#description
I have used it and it is very good. But if you think you are advanced enough I can tell you kind of how it works. Essentially for saving prefabs, the asset gives each prefab a unique ID, which is then used to load in the saved scene by reading off those id's and loading in the info like transforms.
But I do recommend the asset, the support you get on it is amazing.
@@ludoremstudios can you please doing a tutorial as work Easy Save - The Complete Save Data & Serialization System or if we can see with webcam and this program save object that i put with forlder resources ?i have some object
Im not sure what you mean? Do you want a tutorial on how to use Easy Save? The asset comes with documentation that tells you all you need to know.
@@ludoremstudios i don't know as programming of zero in c scharp for build program
@@micheleguardabasso8162 There are plenty of good tutorials online for learning C#, like Brackeys
I hope if u can make construction system
Very straight forward.
Excellent! Thank you very much!
Glad it was helpful!
I don't want to snap to a grid, I want to have Building Pieces that snap together and a protractor for angle rotation.
That is a lot more complicated, mayve you could check out Code Monkey's tutorials on a building system like that. It won't be as simple but it might be closer to what you are looking for.
this video is too good. Subscribed.
Awesome, thank you!
Hi, I noticed a bug in your grid system. If the position of the object has negatives values, then it won't move. To fix the problem, you should add :
float RoundToNearestGrid(float pos)
{
float xDiff = pos % gridSize;
pos -= xDiff;
if(xDiff > (gridSize / 2))
{
pos += gridSize;
}
if(xDiff * (-1f) > (gridSize / 2))
{
pos -= gridSize;
}
return pos;
}
Thank you for providing the solution! I never noticed this, I don't know why.
This is SO Helpful!
Thank you for watching!
This one is really awesome
Thanks for watching!
I can design a game like stronghold legends after seeing this tutorial ?
I haven't heard of that game, but if it has some simple building mechanics like these, yes you probably could.
Very Cool ! Thanks
Thank you too!
Scripts link
Thank you
But it's Unlike Roblox. Roblox Has a Building-System. It Has a Script System. 3D Game-Creating-Systems or 3D Game-Maker is like Your Creating Your Own Game in a Game's Website. Like Roblox
I think I understand what you are saying, and this was never meant to be like Roblox. I am not trying to teach people how to make a Roblox-like game, this system is more used in RTS style games or sandbox games.
Life Saver.
Thank you!
awesome
give me money for untity model
so sad not gnnal lite
no