World Clusters

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Documentation


World Clusters makes it possible for you to split your world into clusters that can be triggered from collisions, Unity Events, or even with a single line of code!


Each cluster lets you easily:

  • Disable/Enable Game Objects
  • Disable/Enable Renderers
  • Disable/Enable Lights
  • Disable/Enable Particle Systems
  • Swap Materials
  • Modify Tag
  • Modify Layer

Clusters can be triggered by:

  • Collisions
  • Unity Events
  • 1 line of code

The main use cases are:

  • Easy multi-floor level design for top-down games
  • Gameplay events such as an entirely new zone being enabled in your scene
  • Better performance by controlling what is enabled and when
  • And many more that you will come up with!

Not included in World Clusters:

SUNTAIL - Stylized Fantasy Village by Raygeas, check this amazing pack here

The top-down character controller, you can check it out here


Release Notes

New:

- Now possible to trigger Unity Events on Enter & on Exit for clusters

- Added support for multi-collider cluster


Fixes:

- Fixed a bug that caused Adding World Clusters Manager not to ask to save the scene

- Fixed a bug that caused conditions to not work properly when checking layers

- Now preventing errors when a cluster list has missing elements

- Fixed a bug with overrides that would not re-trigger the previous cluster if it was not yet exited


Basic Information
Latest Version
1.0.5 (07 Oct 2021)
Publisher
Blink
Category
Editor Extensions/Utilities
Size
414.6 KB
Price
€18.39
Asset Rating
(11)
Extended Information
Unity Versions
2019.4.0
Render Pipelines
BIRP URP HDRP
State
Published