Sometimes, you can also check the XYZ values of surrounding objects and use those to quickly align your own. Maybe it's because I got used to it, but aligning corridors and rooms together by hand is fine if nothing else works. Meaning with snapping it's possible to have the doorways of a corridor and rooms to face each other, requiring you to then snap the room to the corridor manually. Doorways from rooms didn't snap to doorways from corridor pieces, but they were aligned together on one of the axes. While testing the dungeon editor, I found Burt's grid snapping settings to be perfect for placing corridors. It's useful to build custom furniture or other such features. While I don't know the technicalities behind it, scaling objects is supported in building files. Unity also has several snapping behaviours built in, give this section a read. If you find 0.64 isn't accurate enough, just divide it by 2 until you get the accuracy you want. I have focused more on the technical side and made my own dungeon models. You might want to check with him on settings for grids and snapping too, he has probably done the most work inside Unity with layout / placement right now. Hm, you'd have to check with Cliffworms but as far as I know, there is no way to store scaling values in the RDB and RMB json dumps at the moment since they are not present in the original game data. Without scaling I guess is a bit tricky to perfectly align dungeon section to seamlessly adhere to each other? Or setting snap to 0.64 and moving parts only while pressing Ctrl is enough?īy the way, thanks again for all the help. I read multiple times Hazelnut's guide on editing dungeons, but I obviously need to smack my head against the duplication problem before registering it. It's strange, I think I saw Cliffworms use scaling in his Twitch video when editing building interior. It's already a relief to know it isn't anything random, but a known and documented issue. I really commend Hazelnut for getting this far. There is a lot of room for improvement in the editor that I would like to get to at some point but it's not an area I particularly enjoy working on and it's going to be quite the task. Duplication might be possible to add but that would have to become an action in the editor itself, not the Unity way. I know it's tempting stuff because Unity lets you use it without issues but the original data structure does not support saving it. Hazelnut says in the World Data editing thread you shouldn't use duplicates. You can not save scale, there is nothing in the data for that value to be stored. Object scaled on the contrary just go back to their original size.
Even worse, when I duplicate something, it usually get exchanged with a particular room. Ok, a few impressions after a day working with the World editor on dungeons: it seems to have problems not only with rotation, but with scaling and duplication too.