- Fixed creating volumes issue outside of external volume mode
- Fixed generation speed for the CityGen example
- Fixed issue when deleting volumes from a building
- Fixed issue with initial long pause on multi building generation scene
- Fixed interior UV generation
- Fixed issue with room style not applying to some building rooms
- Fixed issue with editor locking selection onto building
Release 3.0.8
Interior Mapping
I’ve been working on an extension that will implement a version of Interior Mapping for BuildR. For those that are unaware what that is, it’s a shader technique where you can fake interior rooms for buildings. It’s been used extensively in games and even in film.
The BuildR version will include code that will match up the shader data to the building data so that ceiling and floors are rendered in the correct position.
I’m also looking to support a basic environment lighting model inside the rooms along with direct and internal lighting to achieve a higher level of realism and to support nighttime environments along with daytime.
For simplicity the shader would use a single texture atlas and will randomise walls, floor and ceiling textures along with supporting curtains and blinds.
Super excited!

Python Script for Generating Unity Project C# Headers
So towards the end of this release, I wanted to add some headers to my code files. A little warranty blurb, copyright, link to the support channel, version release. I’ve been using Rider over the last 18 months and was surprised that there was no way to generate these headers inside it. I had a look around and there really wasn’t anything obvious that I could use and would fit the specific use case I wanted to employ.
So like any good developer, I wrote my own script. Now, I’m no Python programmer! For a couple of years (and before this pandemic) I’ve been teaching computing at my local primary school to kids aged 8-12. We’ve either been on Scratch or Python. Of course, I didn’t know any Python when I started but that doesn’t stop an enthusiastic programmer! 😀
So, when I saw this problem, I saw a chance to exercise my Python skills and create something that would solve my specific needs! And it’s been ace, Python is a lot of fun.
I’ve popped the scripts onto Github so grab them and have a go if you need headers in your Unity project. Do make sure you’ve committed your scripts to a repo before you let this tear over your code! There is some basic documentation in the read me. Hope it’s useful to someone other than me!
Release 3.0.7
- Added BuildR Asset Picker
- Added Atlased Dynamic Texture
- A lot of code cleanup, refactoring and commenting
- Added architecture to support BuildR Extensions
- Fixed issue with AABBox calculation in constructor
- Fixed issue with importing BuildR into a fresh project
- Fixed issue with default material not setting correctly in new project
- Fixed issue with room styles not being applied to some buildings
- Fixed issue with facade uv calculations across the horizontal grids
- Fixed issue with culling wallsections not rendering correctly on buildings.
Beta Release 3.0.6b
- Fixed icon preview generation
- Fixed volume above not accounting for roof base value
- Added element duplication
- Fixed interior door placement UI size
- Added editor for volume stacking