GapWall changelog
1.0.0
- Openings now have a sill and a height, so you can make windows, low passages and doors with a lintel. Full height (to wall top) is the default.
- Opening presets: Door, Double door, Window, Full-height gap.
- Mirror and Duplicate for openings.
- Room templates: Rectangle, L-shape, Corridor, inserted into the current layout as one Undo step.
- Bake splits walls into ordinary BoxColliders around each opening (boxes below the sill and above the opening); layer, trigger and material settings apply to every box.
- The demo layout now includes a window (the shipped example is
Editor/Layouts/Demo.asset). - Validation: sill and height checks; layouts saved by a newer GapWall are refused with a message.
- New openings (presets, Full-height gap) go to the middle of the widest free stretch of the selected wall instead of always the wall centre.
- Try demo saves
Assets/GapWallLayouts/Demo.assetoutside the plugin folder and reuses it; it no longer adds files under Assets/GapWall. - Points drawn in Scene View sit exactly on the layout floor height (no float noise such as 2e-07).
- The window remembers the last layout (per project) and reopens it.
- Checked by hand in the Unity 6000.3.23f1 editor with the Built-in render pipeline, and in URP and HDRP projects.
Compatibility and limits
- Layouts saved with v0.1 load unchanged as full-height openings.
- Do not open v1.0 layouts with v0.1: v0.1 ignores sill and height and would bake windows as full-height doors.
- Requires Unity 6.3 LTS or newer. Tested on 6000.3.23f1 and 6000.6.0f1; no other versions are claimed.
- Colliders only: no visible mesh cutting, doors, frames or materials.
- Features closer than 1 cm may leave a sub-centimetre slit.
0.1.0
- First release: Scene View click-to-draw walls, shared endpoint handles, numeric opening position and width, several full-height openings per wall, saved layout assets, Undo/Redo, validation, bake to ordinary BoxColliders (layer, trigger, physics material), synthetic demo and offline guide.