One of the big reasons I use Unity is because of the ease of creating tools and custom editors. No other engine makes it as easy and as integrated for me. Your work on Unity's tooling system is extremely appreciated :)
First of All: You are legendary Second of All: It is insane to think how there are clear good improvements to the engine constantly, never would think of that and after using it I would miss those features for sure! Third of All: PLEASE! Share with us how could you achieve such graphics and what textures did you use in the video "Learn ProBuilder for Unity in One Minute!", there are kids losing sleep because of it! haha Thank you for sharing!
Probuilder is one of my favourite tools in unity cant wait to try out the new contextual workflows in production, also while i got the chance im gonna provide some general feedback on probuilder and issues i ran into with it while working on my game and also ask some questions: - Probuilder meshes when they become pretty complex they start to cause editor hiccups if they are prefabs - Support on probuilder meshes on terrain when? i want to use my probuilder made trees and paint them on a terrain rather then exporting them as fbx and reimporting them - I would love to see the probuilder tool integrate with the spline tool and be able to extrude probuilder meshes using splines - I want the option to delete verticies and edges not only faces, and merging faces is very unreliable because while the edges get deleted the verticies still remain and i have to go trough each vertex and collapse which sucks - Are the boolean and bezier curve experimental features ever gonna be finished? - Some event i could subscribe to for example when a mesh gets probuilderized, that would be usefull to me on my spline generated road when i probuilderize the mesh to remove the spline components - An insert faces tool - Some "optimize mesh" button that gets rid of unecessary edges and faces that commonly happen then you add edge loops to your mesh, similar to how unreal's brushes have that optimize button - A way to bake UV textures, having multiple materials on 1 mesh is inefficient due to it needing extra drawcalls so beeing able to UV my probuilder meshes then baking a texture that i can use on 1 material then applying that to the mesh would be nice - A way to manually adjust lightmap UV's, probuilder's auto generated lightmap UV's are pretty inefficient since there are a lot of empty gaps in it so manualy moving lightmaps UV's to have it more compact would optimize stuff a lot
@@gabriel-polysketch well i see on the roadmap that there are some UV editing improvements for probuilder under consideration so whenever you get to it, keep these in mind
Hey there. thanks for the great video! I am trying to apply what you showed here to my own project, but i can't seem to figure out how you did the context menus. Is that context menu functionality builtin or are they custom? I only know the MenuItem modifier for context menus in the inspector, but for the scene view its something else, isn't it?
Hi, great video. Would you mind if I ask a question... I am currently improving my skills to work on developing my first game. Just ended up in a wheelchair, so I want to focus on moving forward, and in doing that I am focusing on leaving game development. The question is, would it be worth my while to focus my time and energy on developing VR games? As a solo developer, you kind-a have a battle against all the other games out there and competing against other large marketing budgets etc. Am I wrong but I am not seeing a push in the market towards VR just yet. Or do you believe that VR is indeed very much worth investing my time and skills in developing?
Hmm. I personally really like VR, but a lot of that is because I can walk around the virtual world. You might be able to leverage your wheelchair difference, to create great VR games specifically for others in wheelchairs or similar situations! :) Like, not using controllers (so your hands are free to maneuver yourself), and other unique game mechanics that you'd know best! :) Hope that helps! Also, if you get into VR, check out "PolysketchVR.com", it's my newer 3D modeling tool, for VR! :)
@@gabriel-polysketch thanking you kindly, for the reply, that's a damn good idea, just been around a number of people in a wheelchair today who are struggling.
I don't see the edges, faces, and vertices in the Tool setting after selecting my ProBuilder shape and clicking on the Active Context icon (the first one in the global menu). How can I see these Tools menu?
One of the big reasons I use Unity is because of the ease of creating tools and custom editors. No other engine makes it as easy and as integrated for me. Your work on Unity's tooling system is extremely appreciated :)
That means a lot, thanks very much! I'll send that to the team! ☺️
First of All: You are legendary
Second of All: It is insane to think how there are clear good improvements to the engine constantly, never would think of that and after using it I would miss those features for sure!
Third of All: PLEASE! Share with us how could you achieve such graphics and what textures did you use in the video "Learn ProBuilder for Unity in One Minute!", there are kids losing sleep because of it! haha
Thank you for sharing!
Haha thanks and I'll try to find those! It's been so long 😅
Impressive work. I really like how Unity evolved
Thanks very much!
Probuilder is one of my favourite tools in unity cant wait to try out the new contextual workflows in production, also while i got the chance im gonna provide some general feedback on probuilder and issues i ran into with it while working on my game and also ask some questions:
- Probuilder meshes when they become pretty complex they start to cause editor hiccups if they are prefabs
- Support on probuilder meshes on terrain when? i want to use my probuilder made trees and paint them on a terrain rather then exporting them as fbx and reimporting them
- I would love to see the probuilder tool integrate with the spline tool and be able to extrude probuilder meshes using splines
- I want the option to delete verticies and edges not only faces, and merging faces is very unreliable because while the edges get deleted the verticies still remain and i have to go trough each vertex and collapse which sucks
- Are the boolean and bezier curve experimental features ever gonna be finished?
- Some event i could subscribe to for example when a mesh gets probuilderized, that would be usefull to me on my spline generated road when i probuilderize the mesh to remove the spline components
- An insert faces tool
- Some "optimize mesh" button that gets rid of unecessary edges and faces that commonly happen then you add edge loops to your mesh, similar to how unreal's brushes have that optimize button
- A way to bake UV textures, having multiple materials on 1 mesh is inefficient due to it needing extra drawcalls so beeing able to UV my probuilder meshes then baking a texture that i can use on 1 material then applying that to the mesh would be nice
- A way to manually adjust lightmap UV's, probuilder's auto generated lightmap UV's are pretty inefficient since there are a lot of empty gaps in it so manualy moving lightmaps UV's to have it more compact would optimize stuff a lot
Thanks, and this is great feedback! Sadly we don't have plans to do more work on PB soon.
@@gabriel-polysketch well i see on the roadmap that there are some UV editing improvements for probuilder under consideration so whenever you get to it, keep these in mind
This is awesome but it would be nice to know how I can add a new tool, contextual tools etc…
8:57 this right click doesn't shows ui/ux like that. Where I can find it?
hey, thanks for the video. what is the least version of unity that will support this menus?
Thanks for the tips, one thing I feel is missing in unity is that does not allow changing font's or font size used in the editor contextual menu's
Yup! I hope they enable that!
Where can I get such a nice black context menu:)?
the right click menu doesn't have the icons in Unity 6 or I missing something?
Hey there. thanks for the great video! I am trying to apply what you showed here to my own project, but i can't seem to figure out how you did the context menus. Is that context menu functionality builtin or are they custom? I only know the MenuItem modifier for context menus in the inspector, but for the scene view its something else, isn't it?
Hi, great video. Would you mind if I ask a question... I am currently improving my skills to work on developing my first game. Just ended up in a wheelchair, so I want to focus on moving forward, and in doing that I am focusing on leaving game development. The question is, would it be worth my while to focus my time and energy on developing VR games? As a solo developer, you kind-a have a battle against all the other games out there and competing against other large marketing budgets etc. Am I wrong but I am not seeing a push in the market towards VR just yet.
Or do you believe that VR is indeed very much worth investing my time and skills in developing?
Hmm. I personally really like VR, but a lot of that is because I can walk around the virtual world. You might be able to leverage your wheelchair difference, to create great VR games specifically for others in wheelchairs or similar situations! :) Like, not using controllers (so your hands are free to maneuver yourself), and other unique game mechanics that you'd know best! :) Hope that helps! Also, if you get into VR, check out "PolysketchVR.com", it's my newer 3D modeling tool, for VR! :)
@@gabriel-polysketch thanking you kindly, for the reply, that's a damn good idea, just been around a number of people in a wheelchair today who are struggling.
I don't see the edges, faces, and vertices in the Tool setting after selecting my ProBuilder shape and clicking on the Active Context icon (the first one in the global menu). How can I see these Tools menu?
Hi! Are you sure you have the Tool Settings overlay showing?
@@gabriel-polysketch Yeah, that was the issue! I also asked in the Unity Discussions forum and got the answer :) Thank you!
sound too low