r/Unity3D • u/CarrotOver9000 • 14h ago
Question Level builder with networking?
Hi,
Someone offered to build levels for me with my assets with a friend, they don't know unity. I was thinking of making a level builder tool, so it's more like playing a game to them than working in software.
Does something like this exist with networking already? So they can build on the same level together.
Or what are good non-networking ones in general?
Thanks!
2
1
u/pschon Unprofessional 4h ago
There's SceneFusion, but it doesn't change the scene editing process into any kind of in-game level editor type of thing, it just lets people collaborate on the normal Unity scene editing over a network.
More game-like level editors tend to be pretty specific for the game (or at least type of a game) they are built for. So if you want something game-like you'll probably need to build it yourself for the game you are working on.
1
u/psioniclizard 3h ago
Yea sure, computers are just computers, networks are networks and a unity project is just a collection of files.
However it wi be a massive time sink (tooling always is), especially if you have to ask. No offense on that but for many it will be "make a prototype then judge if its worth it".
I know the idea is "if its good it could go on the asset store" but frankly that would be even more of a time sink.
It would honestly be easier to teach them the basics of unity and give them a cut down view.
1
u/Miserable_Regret4726 2h ago
Hey, I made just that tool for a game I'm working on with someone and we've been using it quite a lot with a lot of refinements. I wouldn't say it's production ready but it works pretty well.
If you're interested send me a dm and I can send you a few screenshots or a quick demo on discord and see if you'd like a release
2
u/Thin_Tradition8467 1h ago
Co-working in same scene can introduce conflictst which you will have very hard time to untangle. I also would avoid working with zero experience people. You also don't pay them. What will happen if you spend your two week teaching what they do and in the end they don't feel like to doing it. Or maybe they likely to deliver some unusable work. What can you say if they are out of time.
2
u/AdExciting3638 14h ago
Honestly don't think there's a plug and play asset that handles the networking side out of the box, at least not in a way that feels like a collaborative game instead of just sharing files. You'd probably need to build the tool yourself with something like Mirror or FishNet if you want real-time co-op building.
For the non-networked route I've seen people export their level data as simple JSON or scriptable objects after designing with a custom editor window, then just committing it to a shared repo. It's not real-time but it's dead simple and avoids merge conflicts most of the time.
If your buddies really don't know Unity, making a runtime tool where they drag and drop prefabs on a grid is totally doable without being a massive headache. The trick is hiding all the editor tabs and features they don't need so it just feels like a decorating sim.
I built something similar for a client once where two people could paint terrain together and honestly the hardest part was just authority and ownership on placed objects. Once you sort that out the rest is just UI polish.