Hi,
I've been looking around for some workflow tips on Unity regarding creating an environment. Am I right in thinking that the use of a grid isn't so important, unlike with UDK, and that it doesn't use the grid snap. If so does this mean that you would design all your modular stuff within the 3D program before exporting?... any tips from Unity users would be really appreciated.
Thanks
Martin
Replies
I don't usually worry about it. I usually just make sure that the pivot for the modular pieces is in a smart place and use vertex snapping.
If you can hold the instancing within the exported 3d file (FBX), then you should be able to do it.
Though the best option I'd think would be to make the piece in Unity, make it into a new prefab, then once you've built up each piece as it's own prefab, then drag and drop to build the level.
The instanced prefab system works kinda well, though it could be a bit more automated when making them.
If you're lucky and don't need to change anything, then simply dragging the mesh into the scene will make a new prefab with the mesh and the materials it came with. Then you should be able to make levels out of those prefabs.
The Unity community seems to be growing pretty quickly, would be good to have a Unity specific area here like there is for UDK and Cryengine.