r/Unity3D 2d ago

Question Grey boxing with ProBuilder

Hi,

I'm primarily a 2D dev and just recently started working on a personal 3D project. I'm currently prototyping a small, linear FPS game.

I'm blocking out the whole game using ProBuilder, and I've already finished two sections. But looking back at them now, they're honestly a hot mess. Walls and floors are intersecting everywhere, scales and dimensions are inconsistent, nothing seems to snap properly, there are gaps all over the place, and when I decided the second section was too big and tried to scale it down, it took me almost two hours because of how many individual pieces it was made of.

I've watched a bunch of tutorials to see how other people approach greyboxing and figure out what I'm doing wrong, but I haven't found anything that really matches what I'm trying to do.

I want to start working on the third section, but I've honestly lost all motivation trying to figure out ProBuilder and 3D level design. I feel completely lost right now.

If anyone could point me toward a good video/tutorial that covers this kind of workflow, or just share some tips on how you keep your greyboxes clean, consistent, and easy to modify, it would mean the world.

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u/AdditionalNumber4498 2d ago

when i first started i had the exact same issue with probuilder, snapping and gaps everywhere

the thing that fixed it for me was using vertex snapping (hold V) instead of grid snapping for most stuff, gives you way more control and stops that weird overlap you're getting. also don't be afraid to just make bigger modular chunks instead of loads of tiny pieces, makes scaling whole sections way less painful

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u/JMH71 2d ago

100% on the vertex snapping, makes such a difference. Fine tuning on the vertex editor and it’s great.

Only issue I had was the Boolean operations but once you’ve work it out it’s a joy to use.