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How to enable grid in 3d paint
How to enable grid in 3d paint











I highly recommend using source control and saving and committing your work REGULARLY!!!

how to enable grid in 3d paint

When you make a real editor, just import all the above work into it. It's unfortunately a bit daunting to get started, but once you get started you can just keep iterating on improving your editor making it do more stuff. Once you have the walkability defined for a small test scene (like 10x10 cells!), read in all those markers (either name them specially, put a tag on them, put a marker script on them, child them all under a special GameObject, whatever you like) and use their integer cell positions to mark off your cell as walkable.Īfter that you can start writing editors to "paint" big areas, or rectangles, or whatever. > optionally snap-place it (I wouldn't bother initially, you can write a script later) > Drag it laterally with the collide-against-ground modifiers (CMD-SHIFT on Mac) to track the ground > Duplicate your marker sphere to place into each walkable cell make a little piece of geometry (like a tiny colored sphere or cube) and place instances of it into the scene to indicate walkability.

how to enable grid in 3d paint

Here's a SUPER-cheesy-easy way to get started without the hassle of writing an editor: If you combine that with a 2D (laid down flat) cell / tile editor you can define walkable areas pretty simply.Īnnoyingly this site is down, which is one I learned a lot from: Sounds like you're on the right track at least initially with raycasting to find the tile height at each center.













How to enable grid in 3d paint