Thursday, July 3, 2025

Unity 6 2 Beta OnMouseDown Not Working Solved


Unity 6.2 Beta – OnMouseDown Not Working: Quick Fix

  • Problem: OnMouseDown() event not triggering on 3D objects like Sphere in Unity 6.2 beta.

  • Cause: Unity 6.2 uses the New Input System by default, which doesn't support legacy OnMouseDown() events.

  • Expected Setup:

    • Script with OnMouseDown() attached to GameObject (e.g., Sphere).

    • GameObject has collider component.

    • Script logs "Click" to console.

  • But: Event never fires due to input system incompatibility.


Solution

  1. Go to Edit > Project Settings > Player.

  2. Under Other Settings, find Active Input Handling.

  3. Change from Input System Package (New)Both.

  4. Apply changes and restart Unity when prompted.

  5. Re-test the click in Play Mode → ✅ OnMouseDown() works now!


๐Ÿ’ก Notes

  • Use "Both" option to support legacy and new input systems.

  • Useful when migrating older Unity projects to 6.2 beta or later.

06 Unreal Engine for Architects Staircase Steps Calculations


Session 6 Summary: Stairs for All Floors

  • Project Setup:

    • Continued from previous session's project apartment_05 stairs completed.

    • Saved new level as apartment_set5_06_all_stairs_completed.

  • Planning and Calculations:

    • For floors with a height of 3 meters, recalculated step height to 20 cm (previous was 14 cm).

    • Maintained a step width of 100 cm and depth of 26 cm.

    • Each staircase segment has 5 steps and 3 segments per floor.

  • Stairs Creation:

    • Used dynamic floating stairs in modeling mode.

    • Created parapet walls using edge loop insertion and push/pull tools.

    • Set parapet wall thickness to 10.16 cm (4 inches) and height to 90 cm (3 feet).

    • Adjusted parapet walls to appear flat using vertex alignment.

  • Stair Placement:

    • Created 3 segments per floor using the Pattern tool on the Z-axis.

    • Positioned them around the elevator: left, back, and right sides.

    • Precisely adjusted gaps and overlaps using polygroup edit and push/pull operations.

  • Mesh Consolidation:

    • Combined the three stair parts using Boolean Union.

    • Renamed the result as sm_stairs_ground.

    • Converted the dynamic mesh to static mesh and unwrapped UVs by poly groups.

    • Assigned pillar concrete material.

  • Repetition for Upper Floors:

    • Duplicated the finalized stair mesh using Pattern for two additional floors (1st and 2nd).

    • Renamed them accordingly:

      • sm_stairs_first_floor

      • sm_stairs_second_floor

  • Organization:

    • Grouped all stairs into a Stairs folder in the outliner.

    • Saved all changes in project and Unreal content browser.

  • Conclusion:

    • Staircases for all four floors (stilt + 3 floors) are now complete.

    • Ready to begin interior modeling in the next session.


Saturday, June 28, 2025

05 Unreal Engine for Architects Building the Staircase


Session 5 Summary: Modeling the Stilt Floor Staircase in Unreal Engine 5.6


๐Ÿ”„ Project Setup

  • Continued from apartment_set4.zip.

  • Opened apartment_4_lift_and_stairs and saved as apartment_5_stairs_completed.


๐Ÿ“ Adjusting Ceilings and Pillars for Stair Clearance

  • Increased stair width around the lift to 100 cm by modifying ceiling meshes using polygroup edit.

  • Adjusted pillar positions (pillar_6, pillar_9, pillar_10) to align with the new ceiling layout.


๐Ÿงฎ Staircase Dimensions and Calculation

  • Total height from stilt to ground floor: 240 cm, minus 30 cm slab = 210 cm climb height.

  • Divided into 3 flights of 5 steps each.

  • Each step: 14 cm height × 26 cm depth.

  • Stair width: 100 cm.


๐Ÿชœ Creating Stair Flights

  • Created first flight using Stair tool (Dynamic Mesh) with:

    • Type: Floating

    • Steps: 5

    • Height: 14 cm

    • Depth: 26 cm

  • Positioned and aligned using Transform tools.


๐Ÿงฑ Adding Parapet Walls

  • Used Insert Edge Loop + Push/Pull tools to extrude parapet wall to 90 cm (3 ft) height.

  • Straightened parapet walls by aligning vertices using polygroup edit.


๐Ÿ“‹ Stacking and Arranging Stair Flights

  • Duplicated stair flights using XForm Pattern along Z-axis (3 levels).

  • Rotated and placed them to wrap around the lift shaft in a U-shape.

  • Ensured alignment and step continuity across all levels.


๐Ÿ”ง Fixing Gaps and Finishing Geometry

  • Used Push/Pull and vertex alignment to:

    • Extend platforms

    • Connect parapets

    • Remove unwanted gaps

    • Ensure visual continuity across steps

  • Merged all stair segments using Boolean Union.


๐Ÿงพ Finalization

  • Named the final mesh as sm_stilt_stairs.

  • Converted dynamic mesh to static mesh using XForm > Convert.

  • Applied UV unwrap (polygroup-based).

  • Assigned material: ML_Pillar_Concrete.


End Result

  • Fully functional, structurally accurate staircase built around the lift shaft for the stilt floor.

  • Proper geometry, material, alignment, and parapet detailing in place.

  • Ready for upper floor stairs in the next session

Thursday, June 26, 2025

04 Unreal for Construction Build the Elevator Area


Session 4 Summary: Modeling the Lift in Unreal Engine 5.6


๐Ÿ”„ Project Setup

  • Continued from previous session using apartment_set3.zip.

  • Opened the apartment_set3_ceilings level and saved as apartment_04_lift_and_stairs.


๐Ÿงฑ Lift Shaft Modeling (Stilt Floor)

  • Created outer lift shaft: 1.3m × 1.3m × 2.4m (for ground floor).

  • Created inner hollow space: 1.2m × 1.2m × 2.3m.

  • Used Boolean (A − B) to create lift walls with thickness.

  • Named mesh: lift_area.


๐Ÿšช Lift Door Opening

  • Created door cutout: 90cm (W) × 210cm (H).

  • Aligned and used Boolean difference to cut out door space.

  • Rotated and aligned lift to proper entry side of the apartment.


๐Ÿงฑ Lift Shaft Base Cut in Site Mesh

  • Created small box (128cm × 128cm) to cut hole in sm_site_area using Boolean difference.

  • Updated site mesh with new boolean cutout for lift foundation alignment.


⬆️ Stacking Lift Shafts Across Floors

  • Used XForm Pattern tool to duplicate lift shaft up to all floors (Z-axis).

  • Adjusted heights for floor variations:

    • Ground floor: 2.4m

    • All other floors: 3m

  • Renamed as:

    • lift_area_1 (2.4m)

    • lift_area_2, lift_area_3 (3m mid)

    • lift_area_4 (3m top)


๐Ÿ•ณ️ Lift Movement Path (Vertical Shaft Cuts)

  • Created smaller box (110cm × 110cm) to simulate lift's vertical path.

  • Used Boolean (A − B) to cut top and bottom holes in each lift mesh for continuity.

  • Ensured complete lift shaft openness through all floors.


๐Ÿงพ Static Mesh Conversion & Naming

  • Converted all lift areas to static meshes:

    • sm_lift_area_2.4m

    • sm_lift_area_3m

    • sm_lift_area_3m_top

  • Removed redundant intermediate mesh (sm_lift_area_3).

  • Optimized by sharing the same mesh for mid-floors (2 & 3).


๐ŸŽจ UV Mapping & Material Application

  • Applied UV Unwrap (Polygroup-based) on all static meshes.

  • Applied consistent material: ML_Pillar_Concrete for visual realism.


End Result

  • Fully functional and optimized lift shaft with:

    • Internal walls

    • Openings per floor

    • Door cuts and base cut in floor mesh

  • Ready for staircase modeling in next session.

Monday, June 23, 2025

03 Unreal for Architects Build Pillars and Ceilings


๐Ÿ—️ Session 3 Summary: Creating Pillars and Ceilings in Unreal Engine 5.6


๐Ÿ”„ Project Setup

  • Continued from previous session using apartment_set2.zip.

  • Saved a new working level as apartment_02_with_pillars.


๐Ÿงฑ Pillar Creation and Placement

  • Pillar dimensions: 1ft × 2ft, height: 12.15m (converted to cm).

  • Created as a dynamic mesh, then converted to a static mesh named SM_Pillar.

  • Positioned 18 pillars as per stilt floor plan using:

    • Manual placement for the first pillar.

    • XForm Pattern Tool to duplicate and space additional pillars.

    • Accurate placement via axis calculations (e.g., moved by 3.8m, 5.96m, 1.47m).

  • Used align tools to align and position rows of pillars.

  • Named pillars systematically (e.g., SM_Pillar_1 to SM_Pillar_18).


๐ŸŽจ Material Application to Pillars

  • Downloaded "Smooth Precast Concrete" material from FAB plugin.

  • Applied material to the base mesh so all instances reflect it.

  • Reset overridden instance materials for consistency.


๐Ÿงฑ Ceiling Construction (Floor Slabs)

  • Calculated ceiling size: width 10.19m, depth 14.61m, height 15.24cm.

  • Subtracted area for staircase and lift (3.8m × 3m) using Boolean Difference.

  • Renamed assets as SM_Ceiling, SM_SiteArea.

  • Aligned ceiling height to match architectural levels:

    • Ground Floor at 2.4m

    • First Floor at 5.4m

    • Second Floor at 8.4m

    • Third Floor at 11.4m


๐Ÿงฉ Final Adjustments

  • Repositioned pillars to avoid intersecting with staircase/lift space.

  • Converted ceiling mesh to static mesh and applied concrete material.

  • Ensured alignment and material consistency.


End Result

  • Completed all 18 pillars and 4 floor slabs for ground to third floor.

  • Scene now includes site, compound, gate, pillars, and ceiling/floor slabs.

  • Saved progress in apartment_03_ceiling level.


๐Ÿš€ Next Session:

Begin modeling the staircase and lift area using the remaining structural details.

Friday, June 20, 2025

02 Design the Compound Wall Architecture in Unreal Engine 5 6


Session 2 Summary: Building the Compound Wall and Gate in Unreal Engine 5.6

  • ๐Ÿ”„ Project Setup
    • Continued from previous session using apartment_set1 project.
    • Opened apartment_01 level from /Content/Maps.
  • ๐Ÿงฑ Compound Pillar Creation
    • Pillar dimensions: 1.5ft × 1.5ft × 6ft (converted to cm).
    • Used prebuilt asset from FAB's wall_bundle → duplicated and named sm_compound_pillar.
    • Scaled, moved, and edited using polygroup edit to fit exact measurements.
    • Placed:
      • 4 Front Pillars (using Pattern tool)
      • 4 Back Pillars (duplicated from front)
      • 4 Left Pillars and 4 Right Pillars (placed using X-axis pattern & align tool)
      • Renamed each pillar for organization.
  • ๐Ÿšช Gate Installation
    • Gate dimensions: 12ft (W) × 0.5ft (D) × 6ft (H).
    • Used fence_metal_a_tall_a asset → duplicated as sm_main_gate.
    • Edited dimensions using polygroup edit to match gate placeholder box.
    • Aligned and positioned perfectly between front pillars.
  • ๐Ÿงฑ Compound Wall Setup
    • Wall dimensions: 12ft (W) × 1ft (D) × 4.5ft (H).
    • Used pillar-less wall from wall_bundle → duplicated as sm_compound_wall.
    • Adjusted height using polygroup edit to match design.
    • Duplicated and positioned for:
      • Front (2 walls)
      • Right (5 walls)
      • Left (5 walls)
      • Back (3 walls)
    • Named each wall segment (e.g., compound_wall_right_2, etc.)
    • Used boolean union for combining front walls.
  • ✂️ Site Area Cleanup
    • Edited sm_site_area mesh using polygroup editing to fit within walls.
    • Removed excess area under gate using a boolean subtraction (A–B) with a box mesh.

End Result

  • Fully constructed and aligned compound with pillars, gate, and walls around the site.
  • All elements are cleanly named, positioned, and optimized.
  • Ready for the next step: Building the actual apartment structure.

 


Thursday, June 19, 2025

01 Get Free Materials from Polyhaven and Fab to build Site Area


Summary: Converting 2D Plan into 3D Walkthrough in Unreal Engine 5.6 – Session 1

  • Introduction & Objective

    • Kickstarted a new series on converting a 2D structural apartment plan into a 3D walkthrough for virtual film production.

  • ๐Ÿ“ Site Setup

    • Used a 40ft × 60ft site (12.19m × 18.28m) as per the given plan.

    • Resources like houseplan_images.zip and apartment_set_01.zip were imported.

  • ๐Ÿงฑ Project Initialization

    • Created a new Unreal Engine 5.6 project named apartment_set.

    • Set up environment lighting using the Environment Light Mixer (Skylight, Directional Light, Sky Atmosphere, etc.)

  • ๐ŸŒ Creating Ground Plane

    • Modeled a large static mesh ground using Modeling Mode > Box (10,000cm × 10,000cm × 60cm).

    • Applied a custom ground material using 4K textures from PolyHaven.

  • ๐ŸŽจ Material Creation Basics

    • Created a material named ground, connected base color, displacement, normal, roughness, and specular maps.

    • Enabled Nanite Tessellation for realistic ground displacement.

  • ๐Ÿ“ Plot Boundary Placement

    • Modeled and placed a site boundary mesh (SM_Site_Area) using plan dimensions.

    • Applied tiled material using a free asset from FAB plugin (e.g., hexagonal tiles).

    • Adjusted UVs with Unwrap and Transform UV for correct tiling scale.

  • ๐Ÿงฑ Importing Prefabs from FAB

    • Installed FAB UE Plugin, downloaded free wall bundle (compound wall assets).

    • Imported 183 wall assets for use in the next phase (compound construction).


๐Ÿ“Œ Next Session Preview:

Begin modeling and placing the compound walls around the site using imported wall prefabs.