In-Editor Blockout CSG 2.1
Notion Properties
| Field |
Value |
| Tool |
In-Editor Blockout CSG 2.1 |
| Package |
Create: Animation & Modeling |
| Category |
Modeling |
| Status |
Live |
| Last Verified Unity |
2021.3.45f2 |
| Script |
Assets/EQLabs/Editor/Create_AnimationModeling/InEditorBlockoutCsg2.cs |
Purpose
Builds grid-snapped additive and subtractive blockout brushes directly in Unity, with reusable layout assets, wall-strip and corridor authoring, and reviewable layout metrics for faster grayboxing and early collision planning.
Menu Path
EQLabs/Creation/Modeling/In-Editor Blockout CSG 2.1
Who It Helps
- Level designers
- Environment artists
- Technical artists
- Tools engineers
How to Use (Step-by-Step)
- Open In-Editor Blockout CSG 2.1 from the Modeling menu and create or assign a reusable blockout layout asset, or generate one of the included starter layouts first.
- Use the primitive brush controls for one-off cubes, cylinders, or ramps, or switch to path authoring when you want wall strips or corridors built from ordered points.
- Load path points from selected transforms if you want to sketch hallway or perimeter runs from scene markers instead of entering points manually.
- Adjust wall height, thickness, corridor width, grid size, and loop settings, then add the current primitive brush or path to the layout asset.
- Create the current brush or path directly in the scene when you want immediate graybox feedback under a chosen blockout root.
- Review the exported footprint, volume, and wall-length metrics, then instantiate the full layout and export the JSON file when you want a reusable blockout plan.
Version Notes