Settings Tab
Everything you need is reachable here: no hunting through Project folders.
Kits #
Every kit, with its piece count and style.
- Add Pack... opens the Add Pack wizard.
- Review... re-scans a kit's pack folders and opens the review screen (after a pack update, or to annotate pieces). Everything set by hand is kept.
- Click a kit's name to open its settings: rename it, change its style, and edit its settings (grid cell, scale, front side, placeable copies). After a change, Update the kit re-guesses what wasn't set by hand and rebuilds the placeable copies that changed.
- ⋮: hide it from the palette (or show it again), merge another kit into it, export its annotations, remove it (optionally with its placeable copies). The pack itself is never touched.
Styles #
Pick a style to rename it, set its colour and description, or delete it (its kits are left without a style). New makes one. The kits using it are listed.
Rules #
- Active rule set: the rules every tool follows. ⋮: a new rule set with the defaults, duplicate this one, reset it to the shipped defaults, or delete it.
- Character profile: the character the world is built for (height, radius, step, slope, speeds), edited in place. New makes one.
- Rules: every rule of the active rule set, in plain words with their units, edited in place (see Rules, Profiles, Palettes and Styles). The everyday ones show first: snapping, corners, mixing styles, doorways and aisles, performance budgets; the rule set's lists (categories, street furniture and closure kinds), empty ground cells and scatter are under Advanced. Changes are saved at once.
Tip: rule sets are data, so a newer Prefab Builder's improved default keywords don't reach an existing rule set on their own. Duplicate it to keep your changes, then Reset to defaults to pick them up.
Palettes #
The active palette and its colours (name, colour, role), edited in place. ⋮: new, duplicate, delete.
Folders #
The project settings: the data folder, the floor types used when unsure, the scene folder placed pieces go in and whether ground is filed by floor type, where packs from disk are copied, and pack detection. Under Advanced: the layer for small props and the tags for facade and enterable buildings, the floor colour difference, a folder per category, piece and touching folders, the scatter folders, never re-file, folders that aren't packs and the smallest pack. (Floor types themselves are in Floors & Terrain.) Tidy scene folders files every placed kit piece in the open scene again.
The layer and tags are optional: only a game that culls small props or tells facades from enterable buildings needs them. If one isn't in the project, Advanced says so quietly, with an Add... button that creates it after asking. Nothing is created silently.
Floors & Terrain #
Floor types #
Floor types are the kinds of ground (Grass, Asphalt, Concrete…) and the names Surface Tags carry. Every ground piece of your kits, and every Unity Terrain paint layer, is in one:
- Sorted automatically: by a word in its name first ("road", "sidewalk", "grass"); otherwise by its colour, the colour of its top, read from its texture at its own UVs (so kits sharing one palette texture sort correctly, and green tiles named only by number land in Grass). It joins the floor type of the nearest colour, or: if none is close (the floor colour tolerance in Settings > Folders): a new floor type named after its colour ("Green", "Dark grey").
- Each floor type: a colour swatch (change it), its name (rename it: every piece, terrain layer and Surface Tag follows), how many pieces and terrain layers are in it, ▸ to open it, x to delete it (what was in it is left with no floor type).
- Opened: every piece and terrain layer in it, each with a popup to move it to another floor type, or take it out (no floor type); right-click a row for the same. Moves are kept as hand edits: sorting again never undoes them. Placeable copies are updated at once.
- Add pieces to a floor type: type in the search box under an opened floor type and click Add, any piece, not only ground (a rug, a wooden deck, a bridge). Or drag prefabs from your kits, or Terrain Layers, onto a floor type's row. In the palette: right-click a piece > Floor type.
- Add floor type: a name and a colour.
- Sort floors again: measures the colour of ground pieces that don't have one yet (kits made before this version) and re-sorts everything not set by hand.
The brush's Same floor type only (or Ctrl) keeps a stroke on one floor type.
Terrain #
Terrain awareness: a switch that affects every tool:
- On: pieces follow Unity Terrain's height; pieces of the categories chosen under Follow the slope (nature, props, vehicles by default) also tilt to its slope; the floor type under a piece is the one of the terrain's dominant paint layer there (sorted like ground pieces: its name, else its texture's colour); the brush counts terrain as ground.
- Flatten under buildings: placing a building on terrain flattens the terrain under its footprint to its base, blending back into the slope over the blend margin. Flatten the terrain under the selection does it for objects already placed. One Undo step each.
- Off: a terrain is just a surface, like any other collider (the tiled-ground behaviour).
Presets #
Export... and Import... open the Presets window (see Presets).
Hotkeys #
Every Prefab Builder shortcut and its keys.
- Change, then press the new keys (Esc cancels). Reset puts the default back.
- They are Unity shortcuts: they also appear in Edit > Shortcuts. Unity's own Default profile can't be changed, so the first change asks to make a Prefab Builder shortcut profile (the defaults plus your changes) and switch to it.
- Reset all puts every Prefab Builder shortcut you changed back to its default keys (after asking; Unity's own shortcuts are left as they are).
- Save cheat sheet... writes every shortcut and mouse control to a text file to print.
The keymap, with the mouse over the Scene view or the Prefab Builder window while it is open: Shift+1 to 7 pick the tabs in order (Move, Place, Physics, Dress, Fix, Check, Settings); 1 to 9 pick the tools of the tab that's open, in their order; and every tool has a key of its own that goes straight to it from any tab. The keys are written on the buttons themselves (greyed, before their names: "⇧2 Place", "1 Stamp"), and all of a tool's keys are in its tooltip. The numbers go by place: drag a tab or tool to another place on its bar and its number follows (the Prefab Builder's ⋮ menu puts everything back in order). Set a key for any tool: one key, or one with Shift, Alt or Ctrl. None of them works while you fly the camera (right mouse), so W, A, S, D still fly.
| Action | Default |
|---|---|
| Open Prefab Builder | Alt+Shift+W |
| Tabs: Move / Place / Physics / Dress / Fix / Check / Settings | Shift+1 … 7 |
| Tools: the 1st … 9th tool of the tab that's open | 1 … 9 |
| Tools: Move / Select / Stamp / Brush / Arrange, from any tab | M / S / P / B / A |
| Tools: every other tool, from any tab | (none: set one) |
| Move: Turn / Turn Back | R / Shift+R (only in the Move tab) |
| Move: Tilt / Tilt Back | T / Shift+T (only in the Move tab: the selection's front down or up) |
| Toggle Snapping | Alt+Shift+L |
| Snap Selection | Alt+Shift+G |
| Snap Selection To Ground | Alt+Shift+D |
| Select Similar | Alt+Shift+S |
| Find Floating And Sunken | Alt+Shift+F |
| Stamp: Turn / Turn Back / Put Down | R / Shift+R / Esc (only while stamping) |
| Stamp: Tilt / Tilt Back | T / Shift+T (only while stamping; hold T to tilt freely) |
| Cutaway: Top Cut / Side Cut | C / Shift+C (window open, mouse over the Scene view or the window; Move > Show / Hide) |
| Straighten (turn and tilt back to none, on the grid) | G (while placing: Stamp, Row, Signs, Decals, the Physics stamp) |
| Stamp: Grid Smaller / Grid Bigger | [ / ] (only while stamping) |
| Brush: Smaller / Bigger / Unity Tools | [ / ] / Esc (only while brushing) |
| Stamp: Toggle Place Over Red | O (only while stamping) |
| Physics: Drop / Scatter / Arrange | Space drops (its Stamp turns with R / Shift+R, tilts with T / Shift+T) / Space / Space, then draw, U untangles |
| Re-roll / Select what was just placed | N / Shift+N (after a Fill, Brush stroke, Row, Spline or Physics drop) |
| Quick pick (search for a piece at the mouse) | Alt+Shift+Q |
| Row, Spline, Fence: Turn Fronts | R (only in those modes): Spline and Fence, the fronts left, right, along; Row, the pieces a Turn step (held: any angle); in Closures it turns the road laid beyond |
| Row, Fill, Fence, Dress modes: Cancel | Esc (only in those modes; with nothing to cancel, Unity's own tools) |
| Spline: Lay It / Close Loop / Clear | Z / X / Backspace (only in Spline) |
| Unity's own tools (select, move, scale) | Q, W, E, Y or Unity's toolbar (T too, where it doesn't tilt); Esc with nothing to cancel, a click in the Prefab Builder window goes back to its tool |
| Stamp: place where the ghost is red | Shift-click |
| Stamp: place freely (no snapping) | hold Ctrl (Cmd) |