Modes Overview

Common Info

Note

To start creating objects, select the object in the inspector, select the desired spawn position, and press the E key to create the object (you can change the create hotkey to whatever you want).

Each edit mode has its own special features, which are described below.

Single Mode

The single mode is used for the positioning of single objects.

Single mode tutorial

_images/SingleModeTab1.png

Object Mode

Create new

Create a new object by using different tools.

Select

Select an existing object in the scene and modify it using the various single edit tools described below.

Edit Mode

Simple

Spawn objects without any additional adjustments.

Custom handles

Create an object by modifying it with position, rotation and scale handles.

_images/SingleModeTab2.png
Show rotation handle : show rotation handle of target object.
Rotation handle type:
  • Sphere : edit object rotation with sphere handle.

  • Arc : edit object rotation with arc handle.

Show movement handle : show movement handle of target object.
Clamp cell movement : object movement constraint within the grid cell.
_images/SelectEditExample.png

Cursor point rotation

Rotates the object in the direction of the cursor.

_images/CursorPointExample.png

Custom point rotation

Rotates the object towards the target object.

_images/CustomPointRotationExample.png

Note

By default, you can change the scale of the object using the left-ctrl key and the mouse wheel keys.

Physics Placing

Place objects using physics.

_images/SingleModeTab5.png
Simulation settings:
  • Auto stop simulation : physics simulation will automatically stop after the objects are frozen in position.

  • Auto destroy falling object :
    • Y destroy position : position below which physical objects are automatically destroyed.

Temp rigidbody settings:
  • Mass : mass of temporarily created physical object.

  • Drag : drag value of temporarily created physical object.

  • Angular drag : angular drag value of temporarily created physical object.

Target point position : position of the target point.

_images/PhysicsPlacingExample.png

Physics placing example.

Note

Rigidbody and collider components are automatically added temporarily if missing.

Attach Mode

Default

Default object placing.

Brush

Create an object on any collider or mesh surface of another object.

_images/SingleModeTab6.png _images/SingleModeTab6-1.png
Hit surface type:
  • Mesh : attach object to mesh.

  • Collider : attach object to collider.

Attach layer : layer of the hit object.
Normal offset : offset from normal hit.
Additive euler rotation : additional rotation Euler offset of the object.
  • Normal rotation:
    • Disableddefault object rotation.
      • Look normal : look normal method for the attached object.

      • Revert normal rotation : inverse normal direction of the surface hit.

    • Along normalalong the normal method for the attached object.
      • Along normal base : normal base value (default Vector3(0,1,0)).

  • Snap to cellsnap tile to cell grid (useful for attaching cube tiles).
    • Add surface pivot offset : adds a pivot offset of the object relative to the surface.


    _images/SingleModeTab6-2.png

    Snap cube to cell example.

Common Settings

Draw forward arrow : show forward rotation of target object.

Show edit info : show rotation and local of position of target object.

Snapping Settings

_images/SingleModeTab7.png
Enable rotation snapping:
  • Snap angle value : value of rotation snapping.

Enable position snapping:
  • Snap position value : value of position snapping.

Enable scale snapping:
  • Snap scale value : value of scale snapping.

  • Scale step : value of the incrementing scale by key.

Brush Mode

Brush mode is used to position multiple objects on any surface.

Brush mode tutorial

How To Use

  • Press E key to spawn objects under the brush.

Attach Settings

_images/BrushModeTab1.png
Attach mode:
  • Default : default object placement.

  • Brush : create an object on any collider surface or meshes another object.

Hit surface type:
  • Mesh : attach object to mesh.

  • Collider : attach object to collider.

Attach layer : layer of hit object.
Normal offset : offset from normal hit.
Additive euler rotation : additional rotation euler offset of the object.
Normal rotation:
  • Disabled : default object rotation.

  • Look normallook normal method for the attached object.
    • Revert normal rotation : inverse normal direction of the surface hit.

  • Along normalalong normal method for the attached object.
    • Along normal base : normal base value (default Vector3(0,1,0)).

Ignore previous created : ignore previous created objects by brush.
Snap to cell : snap tile to cell grid (available only for 1 object).
  • Has slope angle
    • Slope angle value : angle to the surface at which objects can be created.

Brush Settings

_images/BrushModeTab2.png
Brush radius : radius of the brush.
Spacing length : distance between the points that the objects are created.
Randomize object countrandom count value of objects of the brush.
  • Min object count : minimum number of objects created at a time.

  • Max object count : maximum number of objects created at a time.

Object count : fixed number of brush objects.
Rotation along brusheach object is rotated along the brush creation line..
  • Additional rotation along brush : additional rotation offset for objects along line.

_images/BrushExample1.png

Brush example 1.

_images/BrushExample2.png

Brush example 2.

_images/BrushExample3.png

Brush example 3 (slope angle 30 degrees enabled).

Line Mode

Line mode is designed for placing objects along a line.

Line mode tutorial

How To Use

  • Press the E key to start the line, when the line is set, press the E key again to spawn a line of the objects.

Line Type

Free

Places objects on a grid in the direction of the cursor.

_images/LineModeTab1.png

_images/LineModeTab2.png

Free line example (endless line enabled).

Fixed

Create straight lines on a grid.

_images/LineModeTab3.png
Free/Fixed line settings
Show info : information about the number of objects on the line.
Spacing cell : spacing cell between objects.
Endless line : the line automatically continues after the created previous one.
Show snap neighbors : moves the line to the edge of the selected neighbouring object.
Multifloor:enable multi-floor feature
  • Auto reset floor : auto reset of floor count to 1 after deselecting.

  • Floor count : number of object floors.

  • Floor offset mode:
    • Custom : user floor offset.

    • Mesh bounds : Y-axis size of mesh renderer floor offset.

    • Collider bounds : Y-axis size of collider floor offset.

  • Floor offset : additional floor offset.

Rotation along line : each object is rotated along the line..
_images/LineModeTab4.png

Fixed line example (randomizer enabled).


Free/Fixed edge settings

Snap edge movement type should be enabled in the Overlay mapping tab.

_images/LineEdgeSettings.png
Snap every edge : object is placed on each cell edge on the line.
Add edge side offsetadds an offset to the side of the line.
  • Edge relative point : point relative to which the offset will be applied to the side.

  • Edge side offset : offset value to the side.

_images/LineEdgeExample.png
Fixed line example:
  • Randomizer with pattern (01) enabled.

  • Snap edge enabled.

  • Edge side offset (0.5).


Note

Snap same floor feature for auto-snap available (Snap Settings tab).

Curved

Place objects along a curved line.

_images/LineModeTab5.png
Common settings
Curve line type:
  • Bezier

  • Simple line

  • Circle

Snap type:
  • Disabled

  • Lock Y : Y position is fixed.

  • Auto Snap : the object of the curve is automatically attached to the surface.

Object normal type:
  • Up

  • Curve direction

  • Surface normal

  • Custom : user normal.

Tabs
Common
  • Loop line : should the line be looped.

  • Additive euler rotation : additional rotation for each object.

  • Flexible spacing : position of objects on the curve according to their size.

  • Spacing length : user spacing.

  • Clamp tangents : tangents move together relative to the central node.

Custom
  • Auto snap:
    • Attach to mesh : should the object be attached to the mesh.

    • Snap layer mask : layer for attaching objects.

    • Raycast direction : direction of the raycast.

    • Raycast distance : raycast from offset point to raycast direction distance.

    • Offset raycast distance : offset from zero Y surface.

Visual
  • Curve color : color of the curve.

  • Handles typehandle type for tangents.
    • Sphere

    • Position handle

  • Draw nodes : display handles of the nodes.

  • Draw buttons : display add/remove buttons of the curve segments.

  • Draw tangents : display tangents of the nodes.

  • Bezier segment line count : number of Bezier segments between nodes (the more segments, the more accurate the curve).


_images/AdditionalCurveSettings.png
  • Additional curve settings (:ref:`randomizer <randomizer>` window):
    • Flexible spacing [enabled]:
      • Ignore sizeobject size in the line is ignored.
        • Edge : object takes the rotation of the previous object, also the line is finished by this object.


_images/LineModeTab6.png
Simple line example:
  • Random pattern enabled.

  • Flexible spacing enabled (additional ignore size & edge enabled at the pillar in the randomizer window).


_images/LineModeTab7.png
Bezier line example:
  • Auto-snap enabled.

  • Random rotation enabled.


_images/LineModeTab8.png

Circle line example (object random enabled).

Note

For simple line segment can be added by Ctrl and left-mouse click hotkeys.

Area Mode

Area mode is designed for positioning objects by area.

Area mode tutorial

How To Use

  • Press E key to start the area,

    _images/AreaModeTab1.png
  • Once the area is set, press E key again to spawn the objects.

    _images/AreaModeTab2.png

Settings

_images/AreaModeTab3.png
Show info : show information about object count of the area.
Area mode type:
  • Default : placing the object set on the area.

  • Scale : scaling of a single object on an area.

Random spacing cell : spacing cell between objects.
Spacing cell : spacing cell between objects.
Multifloorenable multi floor feature
  • Auto reset floor : auto reset floor count to 1 after unselect.

  • Floor count : count of object floors.

  • Floor offset mode:
    • Custom : user floor offset.

    • Mesh bounds : Y axis size mesh renderer floor offset.

    • Collider bounds : Y axis size collider floor offset.

  • Floor offset : additional floor offset.

Note

Snap same floor feature for auto-snap available (Snap Settings tab).

Destroy Mode

Destroy mode is designed for conveniently destroying objects in the scene.

Destroy mode tutorial

How To Use

  • Press E key to start the destroy area, after the area is set, press the E key again to destroy the selected area.

    _images/DestroyModeTab1.png

Delete Mode

MapTile grid delete

  • Delete floor method:
    • Disabled

    _images/DestroyModeTab2.png
    • Selectedselected floors are deleted.
      • Floor height : floor height in unity units.

      • Floor precision : offset on the edges between floors.

      • Min floor number : min floor number for delete.

      • Max floor number : max floor number for delete.


    _images/DestroyModeTab3.png
    • Last countselected top floors are deleted.
      • Floor count : number of floors to remove.


    _images/DestroyModeTab4.png
    • Max index countonly floors with a maximum index will be deleted.
      • Floor count : number of floors to remove.


    _images/DestroyModeTab5.png

    Last count remove example.


    _images/DestroyModeTab6.png

    Selected 0 - 2 floors remove example.

    Note

    • The floor delete method only works on GameObjects with MapTile component.

    • Enable auto-snap to snap the cursor to any surface.

Raycast deletion

Common settings
Allow delete not prefab : gameobjects (not prefabs) can be deleted.
Object type:
  • Any : any object can be deleted.

  • MapTile : only MapTile objects can be deleted.

  • Default gameobject : only default gameobject (without MapTile component) objects can be deleted.

Target layer : layers that will be deleted.
Draw debugshow the bounds of the deletion process.
  • Debug color : debug colour.

Unique settings
  • Box raycast
    • Y box offset : offset from surface.

    • Max box raycast distance : raycast distance from offset point.

  • Brush raycast
    • Brush radius : radius of the delete brush.

    • Attach to surface:
      • Attach layer : layer to which the brush is attached.

    • Y brush raycast normal offset : offset from brush hit surface.

    • Max brush raycast distance : raycast distance from offset point.

      Note

      How to use:

      Press E key to destroy objects under the brush.

    _images/DestroyModeTab7.png

    Box raycast remove example.

    _images/DestroyModeTab8.png

    Brush raycast remove example.

    Note

    The raycast method only works on any GameObject with collider.

Screen selection

How To Use
  • Press the E key to start the selection box, after selecting the objects, press the Spacebar key to destroy them.

    _images/DestroyModeTab9.png

    Screen selection remove example.

Settings
  • Selection object method:
    • Multiple : all objects under the selection box are selected.

    • Single : only 1 object under the cursor is selected.

    • Auto destroy on select : object is automatically be deleted after selection.

    • Selection color : colour of the selection box.

Tileset Mode

Tileset area is used to create areas of linked tiles.

Tileset area mode tutorial

How To Use

  • Press E key to start the tileset area, after the area is set, press the E key again to spawn tileset area.

How To Create Tileset

  • Toggle Create new tileset settings.

  • Enter Tileset name.

  • Press Create button.

    _images/TilesetAreaTab1.png

  • Drag and drop the desired prefabs into the box (the default prefab should drop first).

    _images/TileSetAreaExample1.png _images/TileSetAreaExample2.png

  • Press Open tile edit mode prefab to configure the tile set.

  • Select the cells where the connection of the tiles will be.

    _images/TilesetConnectionExample1.png

    _images/TilesetConnectionExample2.png

    _images/TilesetConnectionExample3.png

    _images/TilesetConnectionExample4.png

    Tile connection setup example examples.


    _images/CreateTilesetExample1.png

    Create tileset area example.

    Note

    At the moment, the tilesets only work for flat tiles.

Settings

Selected MapTile prefab : what MapTile prefab is selected.
Selected tileset : what tileset prefab is selected.

Translate Mode

Translate mode is used to move the set of objects.

Translate mode tutorial

How To Use

  • Press E key to start the selection area.

  • Move the scene handle to the desired position.

  • Press the E key again to translate selected objects.

Settings

_images/TranslateModeTab1.png

Scene settings

Movement type:
  • World cursor : objects move along the world cursor.

  • Scene handle : objects move along the scene handle.

Translate mode:
  • Full translate : objects can only be moved only if all selected objects can be moved.

  • Partial translate : will be moved those objects that do not intersect other objects.

  • Can replace : intersected objects can be replaced when the selected objects are moved.

Selection method:
  • Map : selecting objects on the grid.

  • Screen selection : selecting objects under the selection box.

Translate settings

  • Show intersected objectsintersected objects will be highlighted.
    • Intersected objects color : the colour of the intersected objects highlighting.

Check intesection for Overlay : intersections for overlay objects are detected by the raycast.

Other settings

Report translate result : on/off moving result report in the console.
Hide source selected objects : source objects will be hidden for the duration of the moving process.
Move intersected to source position : objects will be moved to the start position if they have an intersection.
  • Delayed heavy calculationcalculation of intersections will be delayed with a large number of objects.
    • Heavy calculation object count : count of objects to start a delay.

    • Calculation delay duration : duration of the delay after a position change.

Snap settings

  • Snap to grid
    • Snap grid enabledsnap to the grid.
      • Cell offset : value of offset in grid cells.

      • Custom Y Snap : custom snapping value for Y axis.

    • Snap grid disabled:
      • Translate snap typecustom snapping.
        • Snap translate : translation offset will be snapped.

        • Snap position : position of translated objects will be snapped.

      • Snap value

Lock Y Axis : when moving objects, the Y axis is locked.

Note

Moving a large number of objects can take a very long time.

To quickly move a large number of objects, turn on Can replace mode and turn off Show intersected objects.


_images/TranslateModeExample1.png

Translate mode example 1.


_images/TranslateModeExample2.png

Translate mode example 2 (Red object is a source, blue object is the intersected object).

Create Template Mode

Template mode is designed to create template prefabs from existing prefabs.

Template mode tutorial

How To Use

  • Press E key to start the selection area, after the desired objects are selected, configure the template parameters and click the Create button.

    _images/TemplateMode1.png
  • After the desired objects are selected, configure the template parameters.

  • Click the Create button.

Settings

_images/TemplateMode2.png
Selection method:
  • Map: selecting objects on the grid.

  • Screen selection: selecting objects under the selection box.
    • Object type:
      • Any : any object can be selected.

      • MapTile : only MapTile objects can be selected.

      • Default gameobject : only default gameobject (without MapTile component) objects can be selected.

    • Target layer : layer of objects to be selected.

    • Selection object method:
      • Multiple : all objects under selection box will be selected.

      • Single : only 1 object under the cursor will be selected.

    • Selection color : color of the selection box.

Template prefab name : template name.
Template create path : template creation path.
Template object type:
  • MapTile : template will be created with the MapTile component.

  • Default gameobject : template will be created without the MapTile component.

Child prefab type:
  • Linked prefab : child objects of the template are linked prefabs.

  • Prefab clone: child objects of the template are prefab clones.

Category type:
  • Template: template prefab is added to the template category.

  • Custom: template prefab is added to the custom category.
    • Category: name of the custom category.

Delete child components: delete all unity-components of the object.
  • Delete only MapTile: or only MapTile component

Delete child colliders: delete colliders of created object
Selected object count: the number of selected objects for the template.
Template pivot: local pivot position of the template.
Current template tile size: the current grid size of the template.
Draw bounds: draw bounds of the template.
  • Y bounds size: Y bounds size of the template.

  • Bounds color: colour of the bounds.


_images/TemplateMode3.png

Template mode example.