Viewport And Level Editing Enhancements for Unity 3D.
This project, VALEE, is an exploration to find ways to enhance the level design workflow in the Unity editor. My goal is to end up with a solid, fast and capable set of mechanics to serve level designer needs. The resulting workflow should also be intuitive and easy to learn with some room for customization. I’m not aiming to replace the all-rounder default workflow but to provide an optional tool addressing the specific challenges of level design.
The main guidelines for this interaction design are speed and visibility:
Speed: The most common functions should be quick to execute with a physical
action which allows the development of muscle memory.
- The left hand shouldn’t leave the base position for the vast majority of the operations.
- The right hand shouldn’t leave the mouse at all.
- No hunting for transform gizmos, drag anywhere.
- No finding a button to switch coordinate systems, breaks flow and slow.
- Changing navigation modes should be quick.
- Navigation mode for detailing the map (lot of minor, precise tweaks of the view).
- Navigation mode for broad strokes (convenient, ratcheting free way to cover greater distances).
Visibility: See only what you want to see at any given moment.
- Quickly toggle visibility of particular items.
- Quickly toggle visibility of categories.
- See otherwise invisible properties like light radius or collision geometry on everything.
- See everything in wireframe mode, without clipping or backface culling.
- Ability to lock items when they stay visible but can’t be manipulated.
- Numerical data and visual guides about transformations.