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UnityEQ Blockout Lab

Quick Start

EQBlockoutLab is a standalone blockout planning tool for Unity. It lives under Assets/EQBlockoutLab and opens from:

  • Tools/EQLabs/EQ Blockout Lab/Open Editor
  • Tools/EQLabs/EQ Blockout Lab/Activate Scene Tool
  1. Choose Create/EQ Blockout Lab/Blockout Layout.
  2. Select the created layout asset.
  3. Open Tools/EQLabs/EQ Blockout Lab/Open Editor.
  4. Use the Floors section to name floors, set base elevation, and choose the active floor.
  5. Set layout width, depth, grid size, snapping mode, and visible bounds in the layout settings.
  1. Use Import Ref in the toolbar or Import Image in the Reference section.
  2. Adjust opacity, center, and size until the image matches the layout scale.
  3. Use Fit Layout to resize the image to the current layout bounds while preserving the image aspect ratio.
  4. Draw elements over the 2D canvas. The reference image stays behind the grid and authored elements and is not exported to the scene.
A blockout layout seen from above in the 3D preview: rooms, paths, water, terrain and zones on the grid.
A blockout layout seen from above in the 3D preview: rooms, paths, water, terrain and zones on the grid.
  1. Click Draw in the toolbar or Elements section.
  2. In the Elements section, choose a category.
  3. Choose an element type.
  4. Draw on the 2D layout canvas.
  5. Stay in Draw to continue creating the same element type, or switch to Select to inspect and edit existing elements.

Available categories include:

  • Structure: Wall, Room, Opening, Stairs
  • Terrain: Ground Zone, Slope, Cliff
  • Water: Water Body, River
  • Navigation: Path, Bridge
  • Cover: Obstacle, Tree Line
  • Zone: Keep Clear Zone, Circulation Zone, Vegetation Zone, Boundary
  • Gameplay: Spawn Point, Spawn Zone, Objective Zone, Trigger Zone, Encounter Zone, Hazard Zone, Scatter Zone
  • Annotation: POI Marker, Sightline, Route Flow, Cover Line
  • Use Select mode to click an element in the 2D layout.
  • Click Draw again when you want to resume the current drawing tool.
  • Drag selected elements to move them.
  • Drag point handles to reshape polygons, walls, paths, and zones.
  • Hold Shift over an edge to preview and insert a new point.
  • Use Delete to remove a selected point or selected element.
  • Change the element color, height, floor, pivot, and zone settings in the Selection panel.
  • Use snapping to align to the grid, layout border, element points, pivots, or nearby edges.
Rooms and walls with their door and window openings cut out, in the 3D preview.
Rooms and walls with their door and window openings cut out, in the 3D preview.
  1. Select a Wall element.
  2. Add a Door or Window from the wall opening controls.
  3. Adjust opening position, width, bottom, and height.
  4. Exported wall meshes include the opening cutouts.
A scatter zone with generated markers beside a wall, in the 3D preview.
A scatter zone with generated markers beside a wall, in the 3D preview.
  1. Create a Scatter Zone under Gameplay.
  2. Tune count, pattern, density, ring, or cluster settings.
  3. Generate scatter markers.
  4. Optionally create a Blockout Asset Set from Create/EQ Blockout Lab/Blockout Asset Set.
  5. Assign the asset set to the Scatter Zone to export generated points as weighted prefab or mesh instances.

Use Tools/EQLabs/EQ Blockout Lab/Activate Scene Tool to work directly in the Scene view. The scene overlay shows the active asset, floor, element type, and current edit mode. You can create, select, move, reshape, and edit openings without leaving the Scene view.

The 3D preview of a layout from an oblique angle: walls, water, terrain and gameplay zones.
The 3D preview of a layout from an oblique angle: walls, water, terrain and gameplay zones.
  • Right mouse drag orbits the 3D preview.
  • Middle mouse drag pans the 3D preview.
  • Mouse wheel zooms the 3D preview.
  • Frame Layout recenters the canvas and preview.
  • Export to Scene creates or updates scene geometry with generated meshes, materials, colliders, export tags, wall cutouts, and scatter groups.
  • EQBlockoutLab does not require another EQLabs package.
  • The package has no dependency on a separate EQLabs asset folder.
  • Built-in shaders are included for projected-grid blockout surfaces and gameplay-style zone visuals.
  • Preview floor planes are editor-only references and are not exported.
  • Generated scene assets are stored under the package-local generated output folder configured in the layout asset.
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