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UnityEQ Blockout Lab

Reference

  • Level designers blocking out readable play spaces.
  • Environment artists translating sketches or reference layouts into Unity geometry.
  • Technical designers authoring routes, cover, gameplay zones, sightlines, and spatial annotations.
  • Solo developers who need a fast in-editor planning surface before final art pass.
Line families in the 3D preview: paths, route flows, sightlines, cover lines and boundaries.
Line families in the 3D preview: paths, route flows, sightlines, cover lines and boundaries.
  • Structure: Wall, Room, Opening, Stairs.
  • Terrain: Ground Zone, Slope, Cliff.
  • Water: Water Body, River.
  • Navigation: Path, Bridge.
  • Cover: Obstacle, Tree Line, Cover 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.
  • Generated scene assets are stored inside the configured EQBlockoutLab generated mesh and material folder.
  • Preview floor planes are editor references only and are not exported as scene geometry.
  • Scene export creates generated meshes, materials, colliders, export tags, wall cutouts, scatter groups, and optional element labels.
  • Reference image overlays are 2D authoring guides and are not exported.
  • EQBlockoutLab does not require another EQLabs package.
  • The package has no dependency on a separate EQLabs asset folder.
  • Generated scene geometry should be reviewed before committing final scene changes.
  • Custom zone materials should expose compatible property names if they need to respond to every authored zone parameter.
  • Scatter asset-set export creates one scene object per generated scatter instance.
  • Several broad element families intentionally share area, line, marker, or zone workflows while keeping distinct names, defaults, colors, semantic visuals, and export tags.
  • Auto-connect paths creates straight graph edges from existing path endpoints.
  • Scatter presets store generator and export settings, not generated child marker positions.
  • Invalid or extremely thin room polygons can fall back to solid extrusion instead of automatic wall-shell repair.
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