Voxel game in editor builder

Unity "Voxel game" in editor with all the magic of progrids and probuilder on blocks

  • command-G / ctrl-g to GROUP things under an empty game object in hierarchy
  • hotkeys to rotate object or group selected
  • left click to place an object, right click to cut it (with UI for cut history, hotkey to scroll through with visual)
  • arrow keys to nudge object on grid (hold X and up arrow moves it FORWARD by 1 unit)
    • arrow keys without hotkey moves it one unity relative to the player, but still respecting the grid, so right would move the object one unit to the players right (not the objects right) but respecting the grid
  • ghost "positioning" of prefab with visual / transparent version of mesh (nothing else loaded yet)
  • = and - to change size of grid (snaps)
  • F to "look at" like unity does today
    • Shift-F to move yourself to center of "object" in the case you are looking at a room
    • options for ignoring child object bounds, and just focusing on parent (so ui canvas doesn't force a zoom to far out)
  • X to toggle "fly mode" in editor, without it you drop to ground as if in FPS
  • a "hotbar" along the bottom of scene editor for all prefabs
    • Each hotbar has a name
    • items in the hotbar can be drag/dropped left and right or moved to other hotbars by drag, mouse wheel
    • Each hotbar "stack" can has a user editable name
    • items in a hotbar position can be stacked — so if you tap 1, it selects the first item in the stack, tap it again and it selects the second item.
      • Option to "keep the most recently selected" in the hotbar
    • all prefabs can be dropped into stack
    • additive prefab can be placed in hotbar — which "adds" all of the components of the top level prefab as well as all of the children of the hotbar-ed prefab INTO the prefab that the user is currently selecting.
    • When a new prefab is loaded, If it isn't obviously "sized" within the grid size of the voxel game (1 unit, etc), then a wizard pops up and asks you how to place or scale the prefab to make it "fit" within that unit
  • , and . to scroll through the hotbars
  • ability to save out prefabs selection and hotbar config to player prefs, to json, or to unity-package
    • Online repo for people to upload their hotbar configs — so that for "unity snap asset X" we have one or more prefab hotbar configs which includes grouping of elements
  • Any prefab can be any multiple of the grid size in any dimension (e.g. a 2x1x1 block is 2 wide, 1 tall, 1 deep in the grid size of 1 meter)
  • The prefab doesn't have to "take up" the whole block size
  • Prefabs can be placed overlapping / combined (so a green light can be placed in the same 1 meter space as the object you want to be lit by it)