Thank you! I'm aware of these problems and hopefully I'll find the time to fix them.
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@LTVA You can make blocks that are bigger than 1x1x1, for example 1x2, by cutting your big block into 1x1x1 blocks and using connectors between them that aren't used anywhere else. In theory, you could make any size block like this, but it would be cumbersome for bigger ones. You could also try to implement that, but that would take a lot of work.
I made them in Blender. You can set a custom snapping distance and I just placed a reference tile next to the one I'm working on. I didn't make a lot of other stuff in Blender before that, so this was kind of a learning project for me.
Since this project is more of a tech demo than a game, I didn't put in lots of convenience features, like a menu, exiting or graphics options. I think the limiting factor is the graphics card and not the processor. I might add graphics options and an exit feature later, but it's not my priority unfortunately.
You need to keep the first two blocks (solid and empty). Also, you can't generate a castle from just one block, you need to split it into many blocks that fit next to each other. Then you need to set connectors for your blocks. You can read how they work here. In your screenshot, the block has a 0 connector on top and a 1 connector on the bottom. It will only place another block above it that has a 0 connector on its bottom face. But there is no such block in your example.
Yes, it is possible. Download the source code and open it in Unity. There is a blender file that you need to edit to create new blocks. You might need to do some configuration in the Unity editor. Let me know if you have any questions.
Yes, you can. Download the source code and open it in Unity. Then you generate a city to your liking. You need to figure out a way to export it. There is a free FBX exporter on the Asset Store, hut I haven't tried it. Let me know if you encounter any problems.
Hi, the meshes are in the repository in the blender file, it should work. I tried to import the project and the meshes where correct, but someone else has the same problem as you have. Unfortunately, I don't know how to fix it. What version of Unity are you using?
About RAM usage. I'm aware and I'm trying to make it more RAM efficient. However, it needs to remember the entire world and therefore it will always use more RAM the longer you walk.
The FOV is just Unity's default value, I think for this kind of tech demo that's good enough. I'll look into the mouse grabbing issue.