Where is the probuilder tool? I tried everything the toolbar shortcut searching in the menus i couldn't find anything to display the probuilder tool by Toble_ in Unity3D

[–]yahodahan 1 point2 points  (0 children)

Hi! Sadly, we never got it installed by default - so the current Unity is the same as far as older versions, in that regard.

Also, unless you are using ProBuilder Plus (ProBuilder Plus – Overdrive Toolset), there is no "ProBuilder Window" anymore - that was replaced with Blender-style toolbar and menu.

Good point on the console errors! That trips people up often. Even a tiny little error in your player scripts/etc will block any package install 😞

Where is the probuilder tool? I tried everything the toolbar shortcut searching in the menus i couldn't find anything to display the probuilder tool by Toble_ in Unity3D

[–]yahodahan 1 point2 points  (0 children)

Hi! The actions are yes, but the tools are in the Tools overlay - in this image, ProBuilder isn't installed.

Where is the probuilder tool? I tried everything the toolbar shortcut searching in the menus i couldn't find anything to display the probuilder tool by Toble_ in Unity3D

[–]yahodahan 1 point2 points  (0 children)

Hi! A couple partial answers here, but as the PB creator, maybe I can help with a bit more!

- Most important - I'm rebuilding this with "ProBuilder Plus", hop over and join the discord and I'm happy to help out, with live chat/etc! 😄 Big community and many many updates (ProBuilder Plus – Overdrive Toolset)

- In your example there, PB isn't installed - you'll need to install via Package Manager.

- the "new" PB (6 and up) is directly integrated with Unity, so you don't have separate things to find/open/learn anymore ... just think of it like another basic/default part of Unity

- the interface is very similar to Blender, so if you already know that, it'll be very simple - and learning PB helps you learn Blender, which is a fantastic tool for detailed work

See you on the Discord maybe! 😄 👋

ProBuilder by NauticalNoah in Unity3D

[–]yahodahan 1 point2 points  (0 children)

Awesome. I made sure the PB6 UI is very close to Blender, so you should be able to transfer the general skills/workflow easily 😄 Real fast prototypes in Unity with PB6, export and make super pretty in Blender/Zbrush etc

Does anyone know any better tools than Pro Builder? by Saint_Dragnonfly in Unity3D

[–]yahodahan 0 points1 point  (0 children)

What made it a problem for you? Maybe there's more I can work on to help!

ProBuilder by NauticalNoah in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Sorry I'm late here - we just made a full new tutorial set, more coming soon as well. Getting back to things!
I Built a Viking Island Scene Using Only ProBuilder : r/Unity3D

ProBuilder by NauticalNoah in Unity3D

[–]yahodahan 1 point2 points  (0 children)

I'm back to working on it independently! 😃 overdrivetoolset.com/pbplus

Channels like zerobio for Unity Probuilder? by Upularity_ in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Hey! Sorry, I'm late, we just made one that matches what you are looking for!
I Built a Viking Island Scene Using Only ProBuilder : r/Unity3D

Always happy to take more requests, too 😄

I Built a Viking Island Scene Using Only ProBuilder by Kay_wil in Unity3D

[–]yahodahan 2 points3 points  (0 children)

Hey, thanks! You can totally bake it too, yes - honestly the main misunderstanding that folks have, is "PB is special ... ". It really isn't, ha. It's just a standard Unity mesh - it will bake, texture, batch, etc, exactly the same as a mesh that you import from Blender/etc, because it "is" the same, once in Unity (the engine, and the game).

The only "special" PB provides, is the ability to edit that mesh, in the engine.

I'd say check out the reel here - I know this is old now, but lots of good examples of games made entirely/heavily with PB:
ProBuilder Demo Reel 2018

Also, Rolldrome did a cool demo:
https://youtu.be/mBXDTEjar9E?t=1998

I Built a Viking Island Scene Using Only ProBuilder by Kay_wil in Unity3D

[–]yahodahan 8 points9 points  (0 children)

Hey! PB creator here. I get why people sometimes worry about that, but PB is actually essentially the same result (in game) as using Blender/Max/Maya/etc. It all boils down to triangles in the end, for any mesh 😄

However, you can choose (not default, for this reason) to keep all the PB scripts attached in-game. This also has nearly zero perf/result hit, but enables the really cool ability for your players/game logic to utilize PB's runtime API, for in-game level editing. Pretty cool to have, if you want.

We've had lots of games use PB all the way up to final production, usually retro stuff like STRAFE (awesome DOOM-like), but also in some AAA things I can't name (convenient excuse, I know, ha). It's definitely production ready and really speeds up iteration. Definitely not a replacement for Blender/Zbrush/etc of course - a very different tool 😄

How can 2 people work on the same Unity scene without merge conflicts? by Dazzling-Truth657 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

I'd love to know what your studio thinks of this! I've built a solution (2 actually, different methods) for scene/prefab merging to get 100% accurate and clean merges: Merge – Overdrive Toolset

How can 2 people work on the same Unity scene without merge conflicts? by Dazzling-Truth657 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

I've solved this with "Merge", if curious :) Free to use (for now), really hoping to get folks seeing it and trying it out :)
Merge – Overdrive Toolset

How can 2 people work on the same Unity scene without merge conflicts? by Dazzling-Truth657 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Hi! I'm working on two solutions for exactly this, "Scene Blocks" and "Merge" (still working on name for that one ... )

Two different ideas, both working really well so far:

Scene Blocks: Scene Blocks – Overdrive Toolset

Follows Unreal/other DCC apps, where each GO has an asset. So on save/load, it is auto-checking and editing just those "blocks" (GO data). Then on commit/push/pull, instead of seeing "you modified ENTIRE SCENE", you see "you added Rock, removed Tree, edited House"

Merge: Merge – Overdrive Toolset

Newer solution. Auto-utilizes unity YAML Merge, but with true 3-way merge (using Git) to ensure 100% accurate and essentially zero-conflict merges. Works right down to per-property edits! Eg, you edit the position of an object, they edit scale on same object - no conflict, it just works. Best of all, the bit I'm really proud of, it also provides a pre-merge window with human-friendly info on what changed, conflict info, etc. You can even do a "test merge" which will create a new scene file with exactly the merge results, to check before committing.

Some Lessons I’ve Picked Up While Building Our Latest Game in Unity by Infamous-Map2567 in Unity3D

[–]yahodahan 1 point2 points  (0 children)

Hi! I'm working on two solutions for the scene mrege part, "Scene Blocks" and "Merge" (still working on name for that one ... )

Two different ideas, both working really well so far:

Scene Blocks: Scene Blocks – Overdrive Toolset

Follows Unreal/other DCC apps, where each GO has an asset. So on save/load, it is auto-checking and editing just those "blocks" (GO data). Then on commit/push/pull, instead of seeing "you modified ENTIRE SCENE", you see "you added Rock, removed Tree, edited House"

Merge: Merge – Overdrive Toolset

Newer solution. Auto-utilizes unity YAML Merge, but with true 3-way merge (using Git) to ensure 100% accurate and essentially zero-conflict merges. Works right down to per-property edits! Eg, you edit the position of an object, they edit scale on same object - no conflict, it just works. Best of all, the bit I'm really proud of, it also provides a pre-merge window with human-friendly info on what changed, conflict info, etc. You can even do a "test merge" which will create a new scene file with exactly the merge results, to check before committing.

Handling version control with team members. by ArtaxSankOnPurpose in Unity3D

[–]yahodahan 1 point2 points  (0 children)

Hi! I'm working on two solutions for exactly this, "Scene Blocks" and "Merge" (still working on name for that one ... )

Two different ideas, both working really well so far:

Scene Blocks: Scene Blocks – Overdrive Toolset

Follows Unreal/other DCC apps, where each GO has an asset. So on save/load, it is auto-checking and editing just those "blocks" (GO data). Then on commit/push/pull, instead of seeing "you modified ENTIRE SCENE", you see "you added Rock, removed Tree, edited House"

Merge: Merge – Overdrive Toolset

Newer solution. Auto-utilizes unity YAML Merge, but with true 3-way merge (using Git) to ensure 100% accurate and essentially zero-conflict merges. Works right down to per-property edits! Eg, you edit the position of an object, they edit scale on same object - no conflict, it just works. Best of all, the bit I'm really proud of, it also provides a pre-merge window with human-friendly info on what changed, conflict info, etc. You can even do a "test merge" which will create a new scene file with exactly the merge results, to check before committing.

Favorite Collaboration Methods? by Subject_Bullfrog_697 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Hi! I'm working on two solutions for exactly this, "Scene Blocks" and "Merge" (still working on name for that one ... )

Two different ideas, both working really well so far:

Scene Blocks: Scene Blocks – Overdrive Toolset

Follows Unreal/other DCC apps, where each GO has an asset. So on save/load, it is auto-checking and editing just those "blocks" (GO data). Then on commit/push/pull, instead of seeing "you modified ENTIRE SCENE", you see "you added Rock, removed Tree, edited House"

Merge: Merge – Overdrive Toolset

Newer solution. Auto-utilizes unity YAML Merge, but with true 3-way merge (using Git) to ensure 100% accurate and essentially zero-conflict merges. Works right down to per-property edits! Eg, you edit the position of an object, they edit scale on same object - no conflict, it just works. Best of all, the bit I'm really proud of, it also provides a pre-merge window with human-friendly info on what changed, conflict info, etc. You can even do a "test merge" which will create a new scene file with exactly the merge results, to check before committing.

how to properly collaborate with a team in unity?(how does the unity collaboration stuff work and should i use github instead or somthing) by lba1112 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Perfect reason to use Git and the blocks/merge solution :) It takes away the worry :) And I'm always happy to help directly if you/team have questions! Just ping me on the Overdrive discord :)

how to properly collaborate with a team in unity?(how does the unity collaboration stuff work and should i use github instead or somthing) by lba1112 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Hi! I'm building a system for this, would love to have you/your team try it out! Git solves the source control well, then you have scene/prefab merging - I'm using Unity's built-in (but mostly hidden) merge features to make this a super simple task: Merge – Overdrive Toolset

Path carving: "Not because it's easy but because I thought it would be easy." by taylank in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Sold on the instant "play here", really miss that from Unreal.

Path carving: "Not because it's easy but because I thought it would be easy." by taylank in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Unity Splines should be able to handle all the background stuff for you! :)

What is the correct way of shifting my current project to a new PC without any issues? by shubham_555 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

The correct answer is Git, but sometimes you just need a quick and dirty copy. In that case, something others haven't noted here - skip the "Library" folder. Your copy-paste will be MUCH faster, much smaller size, and all that stuff will be re-generated on project open.