Wednesday, January 15, 2014

Prototype and ProGrids Level Building Tools

I was looking for a good grid system today, and while browsing the Unity Asset Store I stumbled across Prototype. At first glance, I passed on it. I didn't really get the jest of mesh deformation in Unity; I have Blender, and it was working alright for the little bit of level editing I had been doing. Then I found ProGrids. Watching a tutorial for ProGrids I realized the potential of the combination; real-time mesh deformation, collision detection and trigger detection, in any-shape you could need with just a couple clicks of the mouse. No putting in coordinates, no more centering objects up; no more worrying about calculating the correct points for my vertices. I could control a cube object almost as well as I could in Blender, right from Unity; no exporting and importing.

I started looking further into the software suite called ProBuilder; essentially Prototype, but with the ability to also add Textures, Lighting, Export Objects, and quite a bit more. Quite a bit more in functionality, but also in price. Instead of the $15 for Prototype it was $95, and the use was generally the same; one is made for complete projects and the other is made for designing layouts and then replacing the Prototype models with completed objects from a 3D modeling software. Being low on funds, and still needing to pick up ProGrids for $15, I chose Prototype. I figured the extra $15 wouldn't hurt, and if it was worth the money I could save up and splurge for ProBuilder at a later time.

All I could think of was the fantastic objects I could now create in Unity. The buildings, the structures; roads would have sidewalks, buildings would have stoops, buildings could look like buildings with ease. I imagined how simple the process of creation would be by combining my software mediums; I didn't imagine hard enough. After just two hours I had a multi-tiered Subway tunnel and entrance mapped out, with colliders on the stairs to make them smooth, hand-rails, a road, a median, a sidewalk; it was literally the first time since I have used Unity that my project looked and felt like a video game. Like a quality title in the making.

I haven't played with everything it's capable of yet, and I can't imagine the level of overwhelming freedom of creation I will feel in a few months when I buy ProBuilder, and simply start adding textures to a world that's already created. I do not know why this software isn't built into Unity. I don't know why Unity can't do all of this without the plugin; it sure as hell would increase the quality output of Unity projects exponentially. I don't need to know why, I spent the first $30 on software for development and so far it's been the best money I've spent in years.

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