This extension requires one license per seat
Requires Unity 3.5.7 or higher.
Placing large quantities of prefabs in a game level can be very time consuming. Enter QuickBrush. QuickBrush combines the speed and convenience of a photoshop-style brush tool with several useful fine-tuning, masking, grouping and randomization features to make decorating your levels a snap and save you lots of time.
You simply Drag & Drop your prefabs into the QuickBrush editor window. Based on the settings you choose through the user friendly interface, the tool draws from the prefab list and "paints" objects into the scene with a click and drag of the cursor. You can paint, erase, and use a precise individual placement mode, toggling between these functions with simple keyboard shortcuts.
These simple features make fleshing out game levels fast, intuitive, and precise.
For bug reports, feature requests, and early releases e-mail: playTangent@proCore3d.com
QuickBrush belongs to the ProCore toolset:
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2 years ago
This review was submitted for a previous version of the package.
Another VERY usefull tool from the PROCORE people for level and world building.All your tools just work sooo well.
1 year ago
Hey, great tool! However as I keep using it I'm realising there's definitely features needed.- It would be awesome to be able to randomise the sign of the scale. For instance, I want the x scale to be anywhere between 1-3, but also between -1 and -3.- Precise Place does not randomly choose from the library of prefabs, it just selects the first one, which is a bit frustrating.- Precise Place does not respect rotation offset, which is frustrating if I have a prefab that always should be placed at 90 degrees or something.
This is a remarkable asset. It shows how excellent design can make an asset so easy that it's a joy to use. No learning curve, no messing around. If every asset was this easy to use everybody would be making games!One wish:- QB seems to respect colliders on a target mesh, but not the source prefab's collider. It means you have to be picky about where your pivot is in your prefab or you'll get intersecting meshes. If it respected both colliders there would never be an issue with intersecting meshes.
Hi,Thanks for the review. In regards to your collider Idea, I'm going to experiment and see if there is an efficient way to set this up. In the meantime, the position offset options in v1.04 are one way to adjust how things intersect. I have some ideas for expanding the functionality of these offsets in the next version of the tool.