IMPORTANT: THIS VERSION IS NOW OUT OF DATE!
SabreCSG is now open source and is now maintained at Github where you can find the latest version.
SabreCSG is a set of level design tools for building complex levels quickly inside Unity. Using Constructive Solid Geometry techniques SabreCSG allows you to add and subtract brushes to create great levels without needing to understand 3D art packages.
With a spatial focused workflow you can also easily rearrange parts of your level without worrying about fixing topology or the underlying meshes, allowing you to focus on making the game space fun!
Core Features:
* Boolean CSG technology (BSP-like)
* NEW! Draw tools rapidly create levels by drawing brushes directly
* Advanced resize tools allow you to resize spaces intuitively
* Vertex tools to refine and add precision details
* Change materials or edit UVs with surface tools built for level design
* Clip planes allow you to bevel brushes or even split them in two!
* Export built geometry to .OBJ for use in external 3D tools
* NEW! Vertex Colors - Apply vertex colors per face which are baked into the built meshes
* NEW! Code API - Experimental support for procedurally generating levels through code
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For questions and support please email support@sabresaurus.com
Added experimental support for procedural CSG usage, this can be activated in the SabreCSG tab in Unity Preferences Added the start of per face vertex color support Added draw brush tool Added option to set up a 4 split optimised for level design (Window -> CSG 4 Split) Improved results from Select All Fixed clipping not resetting brush pivot immediately Default brush is now created on top of the grid (at 0,1,0) rather than centered on 0,0,0 as this is more consistent with brush drawing Pressing D activates Draw mode, pressing C activates Clip mode Added default physics material to build settings Added new icon buttons for creating brushes instead of the old Create drop down Started on a new default material type that tints based on vertex color Started on new shaders for vertex color and tri-planar support Created new docs for the 1.4 procedural API at http://sabrecsg.com/docs/ Started on a shortcut for swapping the active scene view to the closest axis-aligned iso view (Edit -> Iso Align Nearest Angle), this will have a nicer shortcut in a later beta NoCSG brushes are now displayed differently to add and subtract brushes to make it clearer that they behave differently. Both brush color and hierarchy icon are new. While copying material with the C key held, you can now click and drag it over multiple polygons rather than each polygon requiring a click New radial menu when you press the J key in the scene view for aligning the camera more quickly UI for CSG Model build settings has been rewritten, making it much clearer and easier to use Added option in Build Settings for setting the default visual material Three new presets for default visual material - lit texture, lit texture that tints by vertex color, unlit vertex color Changing the visual material on the CSG Model instantly updates the built meshes and doesn't require a rebuild Brushes from other CSG Models are now displayed while editing a CSG Model and are selectable. Selecting a brush from a different CSG Model will automatically switch the active CSG Model to the new selection's parent. Copy material and follow last face now support copying vertex colors Removed the margin from the Create Brush buttons so they look a little nicer When you change any of the build settings, the build engine is now aware that a full rebuild is necessary. If auto rebuild is on this build will occur immediately, otherwise it will occur when you next activate rebuild. Note that the build engine compares against the last rebuild, so changing a flag and changing it back before a rebuild occurs will not trigger an unnecessary full rebuild. The tag on the CSG Model object is now copied to built meshes in addition to the existing support for layer and static flags When duplicating objects inside a CSG Model, the order of the objects is now respected. This works around a Unity bug by transparently overriding the duplication command when CSG is being edited. Key mappings have been moved to a ScriptableObject, you can reconfigure key mappings from the Inspector now You can now change cylinder and sphere side counts in the same way as a prism Fixed an changing physics material doesn't require a rebuild, but one takes place. It actually instantly marks the built meshes correctly, so no rebuild is necessary Fixed an error from dragging a brush prefab into the scene, note that brushes must still be under a CSGModel to build Added new visualisation of excluded faces which can be turned on in Prefs Fixed an error that was displayed when deleting a prefab that included multiple intersecting brushes Brushes and CSG Models are now stripped out at build time rather than on first play. This makes final builds significantly more optimal and fixes serializer warnings. The CSGModelRuntime component previously required on CSG Models is now obsolete and will be automatically removed from existing CSG Models. Fixed some issues with missing polygons Fixed a rare case where a build would error Material meshes and collision meshes are now generated local to the CSG Model, making it easier to manipulate them at runtime As part of the new experimental run-time support, you can now build a CSG Model in a background thread via scripting Excluding and reincluding a face in the face tool now respects vertex colors Stopped polygon hovering when your mouse is over the face tool UI Fixed subtractions not using vertex colors Fixed issues with translating vertices resetting vertex normals for smoothed polygons Fixed selecting a brush prefab in the project producing a null reference exception Fixed dragging a brush prefab into the scene but not under a CSG Model producing an error Fixed flipped UVs when drawing brushes in certain situations Fixed regression in 1.4 Beta 1 with layer and static flags not being preserved in built objects Fixed static flags, layer and tag not being copied when transferring polygon material (which creates a temporary new mesh game object) Fixed an issue with lightmap UV unwrapping producing overlapping UVs that caused lightmap artefacts Fixed an issue with hidden geometry not being removed Fixed a performance slow down when deleting a brush in scenes that have huge numbers of brushes When reincluding a polygon, tangents are now generated in all cases where the last build had generate tangents enabled Fixed issues with auto rebuild and partial rebuilds not picking up changes to nested brushes if the parent is transformed Fixed some performance issues in the Face tool