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[RELEASE] FREE Primitives

Discussion in 'Assets and Asset Store' started by devast3d, Mar 17, 2014.

  1. devast3d

    devast3d

    Joined:
    May 30, 2010
    Posts:
    76
    Hi Folks!

    I've submitted the free package on the Asset Store named Free Primitives. It contains 15 procedural primitives for your disposal! I always wanted to create primitives with different parameters, however Unity only offers several hardcoded models.

    $ForumPic.png

    Primitive list:
    - Box, WireBox, OutlinedBox
    - Quad, Plane, Disk
    - Sphere, GeoSphere
    - Cone
    - Cylinder
    - Gengon
    - Tube
    - Torus
    - Arrow
    - and finally classic Utah Teapot!

    Creating primitives as easy as dropping prefabs to the scene (Prefabs folder contains all the prefabs). Then just change the parameters. It's also possible to save meshes to the assets. All primitives except for the arrow have uv coordinates.

    Follow me on Twitter. You may also want to look at my other package Math Library for Unity.

    Here are some screens of the primitives (click on the thumbnails to enlarge)
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    [/tr]
    [/table]

    Enjoy and post your feedback! :)
     
    Last edited: Mar 27, 2014
    vovo801 likes this.
  2. devast3d

    devast3d

    Joined:
    May 30, 2010
    Posts:
    76
    Since the package has not been approved and no actual reason was stated, I've uploaded the package to the Dropbox.

    Here's the link: Free Primitives

    Grab your copy of the teapot now! :D
     
    Leohd, Nithinsvs, vovo801 and 2 others like this.
  3. GamesRUs

    GamesRUs

    Joined:
    Apr 8, 2012
    Posts:
    17
    This is great! Thank you!
     
  4. Play_Edu

    Play_Edu

    Joined:
    Jun 10, 2012
    Posts:
    722
  5. Grendal1971

    Grendal1971

    Joined:
    Oct 22, 2013
    Posts:
    14
    Unity is good at kicking submissions back with no explanation whatsoever to allow the developer to know what to fix or change. You would think as much money as they rake in from the asset store that they would have more support for their asset developers.
     
  6. madeaga147

    madeaga147

    Joined:
    Oct 27, 2016
    Posts:
    1
    they only reason they kicked back the submission is because they have a primitive version made by their developers which they sell for $5, and allowing this free version on the asset store would mean that they would lose money
     
  7. MarekM2

    MarekM2

    Joined:
    Dec 9, 2013
    Posts:
    12
    Could someone upload it again somewhere? Pretty please :)
     
  8. thaiwas

    thaiwas

    Joined:
    May 1, 2018
    Posts:
    8
    I dont know how to use this, sine it dont actually generate primitivetypes directly compatible with unity
     
  9. angularsen

    angularsen

    Joined:
    Apr 22, 2017
    Posts:
    18
    The dropbox link worked like a charm. @thaiwas drag the Torus prefab into the scene, then click "Create" button in the Inspector panel while Torus is selected in scene. It will then create the mesh and it becomes visible.
    Just tested this on Unity. 2018.2.5f.
     
  10. caostar

    caostar

    Joined:
    Mar 28, 2020
    Posts:
    1
    Super useful, still working like a charm.
     
  11. Onx

    Onx

    Joined:
    Jun 4, 2018
    Posts:
    4
    Only Two words can discribe this

    F*****G AWESOME!!

    Thank you, this is going to save so much time, I can make complex shapes in blender but somtimes you just need something simple tike a tube or ring. Unity kinda sucks for not including more shapes.

    10/10 and still workd in 2021
    (it's covid proof)
     
    DizzyTornado likes this.
  12. DizzyTornado

    DizzyTornado

    Joined:
    Nov 17, 2013
    Posts:
    134
    Thank you for this! It's dope! You should add a GitHub link perhaps
     
  13. mercurialmoon

    mercurialmoon

    Joined:
    Apr 14, 2022
    Posts:
    1
    Thank you!
    Can these be manipulated by C# code.
    The best I could do was
    Code (CSharp):
    1.  
    2.         Mesh boxMesh = MeshGenerator.CreateBox(1, 1, 1, true, true, false);
    3.         GameObject box = new GameObject();
    4.         MeshRenderer mr = box.AddComponent<MeshRenderer>();
    5.         MeshFilter mf = box.AddComponent<MeshFilter>();
    6.         mf.mesh = boxMesh;
    Is there a better way to do this.
    Also how we destroy the primitives after use is done.
    Is calling Destroy on them sufficient?