Skip to content

Unity

EQ Blockout Lab

Unity 2022.3+–1.1.0

EQBlockoutLab is a standalone Unity editor tool for planning blockout spaces, routes, gameplay zones, cover, terrain, water, and exported scene geometry.

Package root:

  • Assets/EQBlockoutLab

Unity target:

  • Unity 2022.3 LTS or newer, including Unity 6

Main menu:

  • Tools/EQLabs/EQ Blockout Lab/Open Editor
  • Tools/EQLabs/EQ Blockout Lab/Activate Scene Tool

Create menu:

  • Create/EQ Blockout Lab/Blockout Layout
  • Create/EQ Blockout Lab/Blockout Asset Set

EQBlockoutLab is self-contained under Assets/EQBlockoutLab. It does not require a separate EQLabs asset folder and does not depend on another EQLabs product package.

  • A dedicated EQBlockoutLabAsset layout asset with floors, elements, bounds, grid settings, snapping settings, color defaults, pivots, and export options.
  • A standalone editor window with 2D layout authoring, live 3D preview, element properties, snapping, rulers, reference image tracing, and scene export.
  • Scene view authoring through a Unity EditorTool, including selectable handles, move controls, point editing, opening handles, and snap feedback.
  • Element categories for Structure, Terrain, Water, Navigation, Cover, Zone, Gameplay, and Annotation blockout work.
  • Shared area, line, marker, opening, scatter, and zone workflows for fast greybox and planning iteration.
  • Projected-grid, zone, water, and semantic-line shaders written for the Built-In Render Pipeline. See “Render Pipeline Support” below.
  • Scene export that creates generated meshes, materials, colliders, tags, wall openings, scatter instance groups, and stale export cleanup.
  1. Open Tools/EQLabs/EQ Blockout Lab/Open Editor.
  2. Create or select an EQBlockoutLab layout asset.
  3. Click Draw, then choose an element category and element type in the Elements section.
  4. Draw rooms, walls, paths, zones, markers, obstacles, terrain, water, cover, gameplay, or annotation elements in the 2D layout.
  5. Stay in Draw to keep creating that element type, or switch to Select to move, recolor, reshape, edit pivots, adjust height settings, or edit openings.
  6. Use the 3D preview to check height, material, zone, and scatter readability.
  7. Click Export to Scene when the layout is ready to become scene geometry.
  8. Use Tools/EQLabs/EQ Blockout Lab/Activate Scene Tool when you want to continue creating or editing directly in the Scene view.
Render pipelineSupported in this version
Built-In Render PipelineYes — this is what the four shaders target and the only pipeline the product is tested against.
Universal Render Pipeline (URP)No
High Definition Render Pipeline (HDRP)No

All four shaders (ProjectedGrid, Zones, Water, SemanticLine) are single-SubShader Built-In CG passes with no SRP variant. The layout authoring, scene tool, geometry generation and export paths are pipeline-independent, but the generated materials will not render correctly under URP or HDRP. The editor window warns once per session when a Scriptable Render Pipeline is active.

If you are on URP or HDRP you can still use the tool for layout and geometry, but you must assign your own pipeline-appropriate materials to the exported renderers.

  • Generated export assets stay inside the configured EQBlockoutLab generated mesh/material folder.
  • Preview floor planes are editor references only and are not exported as scene geometry.
  • Broad catalog families intentionally share a small set of fast blockout primitives first, so some element types are semantic variations on area, line, marker, or zone workflows.
  • Quick Start: Create a layout, draw elements, add openings and scatter zones, then preview the result and export it to the scene.
  • Reference: Who it helps, the element catalogue, what the export creates, usage notes and known limits.
  • Release notes: What is in each release of EQ Blockout Lab, the behaviour changes to know about, render pipeline support and known limits.
Report an issue with this tool

Opens our feedback form in a new tab with the tool name pre-filled.