Anthony

Hi Anthony,
Thank you for clarification.

We would like to know about upload floor plan feature support in your "Home Designer : Bundle" asset on asset store.
The feature should work like if Designers upload a new floor plan (in DWG, PDF, DXF format) then the floor plan should be imported inside home designer bundle as it is instead of designer creating floor plan on his own.

    Also, We have purchased your asset "Home Designer: Bundle2022" and we would like to know will the following plugins will support in future if we purchase these below assets later.

    OTHER PLUGINS

    Level Designer
    Assets Manager Pro
    Packages Manager Free
    Tutorial Engine

      4 days later

      sakshi You can use this library to read CAD formats in C#
      https://github.com/DomCR/ACadSharp

      I don't have time to work on this, but if you manage to extract a set of points for rooms, windows and doors, I can help you generate the 3D in Home Designer.

        8 days later

        Anthony

        Hi Anthony,

        https://github.com/DomCR/ACadSharp
        How to use this GitHub project in Unity is there any manual available? or is there any other libraries that we can use directly in unity to make a floor plan with these formats((in DWG, PDF, DXF format).

        Thanks
        Sakshi

          Anthony
          Anthony, We have some queries related to home designer bundle.

          1. What is the use of Outside button showing in rooms side panel?

          2. How we can partition the room and user cannot see through the walls. As you can see the screenshot the user can see the layout of other room from the portioning wall? We have to remove the transparency here. Please check the image link attached here as:
            https://we.tl/t-JFedRgL2by

          Regards
          Sakshi

            sakshi The project is supporting URP, the tool will switch all exoa materials's shaders to the URP version. But you will still have manual work to do as I explained in the manual. For all your 3D models you need to change their shaders manually.
            All the floors, ceilings, walls should be converted automatically, but if it doesn't work just use the shaders located in Exoa/Common/Shaders/URP.

              sakshi there is no way to partition a room, you need to draw the rooms one by one side by side, like I show in the videos, and you will not have transparency. If you still have troubles please share a video. Thanks

                6 days later

                Anthony
                Hi Anthony,

                We have to receive models at runtime. So, how we will be able to replace the 3d models shader to URP manually.

                Thanks
                Sakshi

                  Anthony We have few queries in floor map editor and home designer scenes.
                  Query1: in floor map editor while drawing and viewing in 2d to 3d there should not be the transparency issue. We are standing in 1 room and can see the outlining dark black/grey on walls of other room because of the Exoa/AlwaysonTop shader. How to fix this? in 2d the outlining should be proper but in 3d it should not be visible through each other room.

                  Query2:
                  We have to create sub categories of Sku's menus.
                  for example:
                  we have furniture category. on click on furniture there should be Sofa, Bed, Chair these can be the sub categories on the same menu then choosing subcategories there should be a thumbnails of objects according to the sub categories. Please let us know how to achieve this feature easily using your home designer tool.

                  Thanks
                  Sakshi

                    10 days later

                    sakshi Sorry for the late reply.
                    I'm sorry this is outside the scope of my support, Home Designer is a base application with limited functionalities that I am supporting. It is meant to be customized and extended to fit your project. My support is only covering bugs on features I'm providing with the plugins.

                    Modifying the plugin to have sub categories should not be a problem if you have developers.

                    Thanks for your understanding!

                      Anthony
                      yes, We will check for the sub categories at our end.
                      But in our project we are receiving models at runtime. So, how we will be able to replace the 3d models shader to URP at runtime after fetching the 3d furniture models from the server?

                      Thanks
                      Sakshi

                        hi!
                        You can replace the model's material or shader at runtime once the model is loaded, it should be easy.
                        Or if you load asset bundles/addressables, the right material/shader can already be packed with the downloaded bundle

                          19 days later

                          Hi Anthony,

                          We have to convert built-in shaders to URP shaders at runtime on single button click.
                          when we click on 'render button' then automatically at runtime Built-in shader should convert to exoa->URP shader.
                          Please let me know if this is possible in your extension.

                          Thanks

                            sakshi I already reply to you above. Yes it is possible, you just need to apply the URP shader by code or change the material of the object by code.

                              5 days later

                              Anthony
                              Hi Anthony,

                              we want to use the feature of Tools->Exoa->RenderPiplineSwitcher->SwitchMaterialToURP using csharp scripting on button click.
                              How can i write in the script. can you please mention in comment?

                              Thank you

                                Hi Anthony,

                                Please update how to replace the shaders at runtime. i check your ReplaceShader methods but it is giving pink materials on some objects and making the walls to very dark grey color and also we don't need any popups on screen like 10 materials are converting or something. We need this functionality on just one button click and every material should convert from standard materials to urp materials.

                                Please give us the solution to update the shaders at runtime.

                                Thanks

                                  8 days later

                                  Hi @Anthony ,

                                  i have change the shaders of materials at runtime from built in shader to URP shader. it is working fine on editor but not on webGL build. it is giving all white screen without any errors. Please suggest for the same.

                                  i am using this code and finding the Exoa/Urp shader and replacing with standard shaders on button click.

                                  "Change Shader at runtime:

                                  Shader specularShader = Shader.Find("Standard (Specular setup)");
                                  MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
                                  meshRenderer.material.shader = specularShader;

                                  it is working fine on editor but not on WebGL Build.

                                  Thanks for your support.