- “Space” drops selection from now on.
- “Delete” deletes selection.
- Alt + MMB brings up the navigation pie menu.
- Alt + RMB shows the view pie menu for selecting view presets (top, bottom, etc).
- Pie menus have name labels and color coded slices.
- “C” or “1″ performs a copy. The type of the copy is indicated at the bottom center of the screen. When nothing is selected then any object under the cursor will temporally selected and processed.
- Holding “C” or “1″ shows the pie menu where one can select copy type:
- Object: Copies the selected object(s).
- Mesh: Copies the mesh of the last selected game object.
- Material: Copies the material of the last selected game object.
- Transform: Copies the position, rotation and scale of the last selected object.
- Camera transform: Copies the position and rotation of the camera.
- “V” or “2″ now pastes the chosen type of data, shown at the bottom center of the screen. When nothing is selected then any object under the cursor will temporally selected and processed.
- Holding “V” or “2″ allows to change paste type:
- Object: Creates new objects in the scene.
- Mesh: Mesh references are replaced in the selected objects.
- Material: Material references are replaced in the selected objects.
- Transform: Overwrites position, rotation and scale of selected objects.
- Position/Rotation/Scale: Overwrites the chosen property in the selected objects.
- “Z” opens the mesh selector pie menu. The chosen mesh will be copied to the clipboard and the paste mode is set to “Object” unless it was in “Mesh” in which case it stays that way.
- “X” opens material selector pie menu. The chosen material is copied to the clipboard and the paste mode is set to “Material”.
- Labels at the top of the screen indicate mouse button functions for the current transform tool. The copy and paste modes are shown at the bottom.
- Local quick transform, local move and local rotate transform modes are available on the A, S and D keys.
- Usability issue: During local movement mouse motion is translated to workplane without factoring in the camera so a horizontal mouse stroke might move the object diagonally.
- If nothing is selected then holding a transform mode key will temporally select and manipulate the object under the mouse. This selection is then dropped when leaving the transform mode.
- Orthographic wireframe view is toggled with the BackQuote/Tilde (` ~) key. In that mode LMB/MMB pans, RMB zooms. The orientation of the orthogonal view depends on the perspective camera’s rotation.
Ideally only clicking on a wireframe edge would select objects but it doesn’t work that way yet so one mesh can block another when it comes to receiving clicks.
- Not useful operations are disabled in orthogonal view.
- Bug: In certain orthogonal views with certain object rotations local transforms don’t work.
- Forward move in Move mode (MMB) shows a more helpful, adapted workplane.
- Transformations are now also applied after button release.
- Scene assets now have “old wooden blocks” visuals.
While I like most aspects of the Unity editor I’ve found that its level editing workflow is not particularly good so I decided to do an experiment: I’ll try to come up with a set of user interaction mechanics focusing on level design.
The project is “Viewport and level editing enhancements” or VALEE and I’ve just published its first version. On the project page you can read more about the features and controls and also try the current version of the browser demo.read more
This post is about the inner workings of the One-minute Dungeon.read more
One-minute Dungeon is an interactive special effects showcase, my first proper Unity project. Click on objects which shine under the mouse and find the 8 coins.
Left button drag moves camera.
Left click activates object.
Right click cancels zoom-in.
“P” simplifies post processing.
“A” turns on auto scrolling.
For more info on how it was made read the “Behind the scenes” article.
If you have questions or ran into issues, please contact me.read more
To deepen my knowledge of Unity I decided to make a particle system for it: It’s called Another Modular Particle System or “Amps”.
My goal is to create a modular, extensible system where creating complex particle behaviors is reasonably easy. This article describes the high level concepts.read more