Building Assembly & Customization
Last updated
Last updated
The assets were designed to snap together on the following snap settings:
10cm Move Increment.
10 Degree rotation increment.
0.25 Scale Increment.
In your scene settings make sure the Tool handle is set to Pivot and Rotation is set to Global as well.
The wall is the building block of the entire modular system.
There are some exceptions, but as a rule, they come in 2 sizes: A full 5x4 wall, 5 meters long and 4 meters tall, and a half 2.5x4 wall.
The default pivot position for walls has been chosen to allow for easy building construction. You can change the position of the Pivot using ProBuilder if you so desire, but the rest of the guide will assume the default pivot position.
Below is an example of why the pivot point was chosen. An entire room can be easily built just by duplicating and rotating the walls at a 90-degree angle.
There are 2 sizes of corners available now: Standard & Extended.
The corners dictate the final size of the house and only one type of corner should be used per floor.
Standard corners have their pivot point arranged so they automatically snap to a standard 5x4 wall using the same world position.
They can be rotated around in the same way as the walls in order to complete the structure.
Extended corners work a bit differently, but they allow larger houses to exist and can also work on top of standard corners, in order to create that medieval house look, where the top floor is larger than the ground one.
The corner still snaps on a standard wall at the same world position, but when rotating both the corner and the walls, an offset of 0.5 on the X and Y axis needs to be added.
Walls can be stacked on top of each other to create floors. There is no limit to the number of floors that can be created.
Stacking the same wall configuration on top of each other is simple, the wall configuration needs to be offset 4m on the Y axis.
In most situations, especially to achieve that medieval look, a standard floor configuration will be used on the ground, with an extended one on the floor(s).
The quickest way to correctly achieve this is to start out from a singular wall piece that is neighboring a corner from the ground floor.
Offset it 4m on the Y axis and 0.5m on the X or Z axis (depending on the orientation). Then add the extended corner and build from there.
Doors and windows use a modified version of the basic wall. This ensures compatibility and ease of switching.
They share the exact same bounds and pivot as the wall and can be used interchangeably.
We have already created prefabs for all the door walls + the actual doors, they can be found in the Prefabs/Modular/House/Structure/Doors/Assembled Folder.
Both the Door Wall and the actual door are prefabs themselves, this is to make it easy to add various scripts and triggers to the door. You only need to change the Door mesh prefab and all the other prefabs will update automatically.
The same principle is used for Windows, which can be found in the Prefabs/Modular/House/Structure/Windows/Assembled Folder.
Floors are easy to set-up since they are based to have the same world position as the adjacent wall. Easiest way to start flooring your building is to copy the world position of a wall and copy it to the floor tile.
The basic floor tile is named Modular_House_Floor_5x4_01
The floor tiles are completely square so can be rotated 90 degrees and still fit
When dealing with extended layouts (the ones that use the Extended Corners), flooring is a bit more involved, but still very easy to use.
Start out by selecting a wall tile and copying the location and copy that location to the floor transform.
Then offset it 0.5m forward to the wall.This should center it.
You can then use that tile to position the other tiles around it in order to build your floor.
This will leave to some empty edges around the walls. This will be filled using the Modular_House_Floor_5x4_Overhang or Modular_House_Floor_5x4_Overhang_Beam prefabs.
They should be used depending on the floor rotation, with one of the overhangs continuing the support beam underneath the flooring.
Overhangs should be used to plug in the holes between the flooring and the walls, and they share the same pivot point as the flooring.
Once you do this for all the edge floor tiles, you might notice there is a gap at each corner. This can be easily fixed by selecting the overhangs on one side only and scaling them.
In case of only one floor tile wide layouts, the overhang should be scaled to 1.25 on the length axis only.
In case of layouts that are multiple floor tiles wide, the beams on one side next to the corners can be scaled to 1.125 and re-positioned to make one continuous tiling beam.
In order to allow travel between floors, at least one floor tile needs to be replaced with a Hatch.
There are several hatches available, with different orientation and sizes, which one you use depends on your needs.
They can replace any floor tiles.