With the Sloyd SDK/Plugin you can spawn generators (configurable 3D objects) and edit them.
You can start with an AI text command, Sloyd's AI will chose one of hundreds of thousands possible combinations and assemble a 3D model that matches your text prompt.
Click on Create Tab in Sloyd Plugin
Input your prompt and click Create
In a couple of seconds the prompted item will appear in your canvas
Note: By turning on the 'Understand color instructions' checkbox you enable AI coloring of generated model. On version 0.8.3 this is an Alpha feature. While in Alpha version adding information about colors may have inadvertent effects on the shape creation.
Once you have a Sloyd object on the canvas you can chose to edit it with text commands. It's iterative, just like a conversation. Here's how you do it:
Click on object you want to edit
In Inspector window you should see AI Conversational Editing
Change text to you liking for example: "Make it shorter" and click Adjust
You can import any public 3D model generator available in Sloyd WebApp. In your Unity project go to Tools > Sloyd > Templates Library and choose the templates you want to work with.
Each imported generator is presented as SloydAsset, which is a Json-structured text file with .sloyd
extension.
The simplest way to add a model to your scene is to drag and drop an asset from your Project window to the Scene window, like a regular prefab. You can also double-click on the asset to add it to the scene.
Select the template in the Hierarchy menu bar and in the Inspector you can access edit options. You can also select subparts of a template and texture them.
In the Sloyd Object Container you'll find three checkboxes:
Solid Mesh
Static
Intractable
By default, a Sloyd object is made out of multiple meshes; a mesh for each shape. This setting is ideal for editing a Sloyd object with sliders. When you slide the values of a slider, the shapes connected to the slider are recreated, while all the other meshes stay as they are.
However, to use wack modifiers, the Sloyd object needs to be a solid mesh.
Wack modifiers, are sliders that apply to the whole object. You can, for example, disfigure an object with a top taper giving it cartoony look. To use wack modifiers, check 'Solid Mesh'. The system will turn the Sloyd object into a single mesh and the 'Wack' section will be enabled.
Once your model is a solid mesh, changing slider values will be slower, since all the shapes of the model are in a single mesh and that whole mesh is recalculated.
By default, a Sloyd object is not static. A none static Sloyd object contains, in addition to the visible meshes, placeholders in the hierarchy for additional shapes and code instructions on how to construct those shapes.
When a Sloyd object is turned into a static object, it significantly reduces the object's size and the number of elements in the hierarchy bar. However, the shape of a static object cannot be edited with sliders, toggles, dropdown and with AI editing.
You can move between states, from none solid to solid and vice-versa.
Use static state when you are done editing and want Unity to transition faster into playmode. In scenes with many 'large' Sloyd objects this can have a 5X effect.
By default, Sloyd objects are set with a collider. Colliders are needed for Unity Rigidbody and for ray-casting. If you do not require a collider, you can turn it off and you'll moderately reduce the object's size.
When AI will finish it will change model and also tell you what it did in status bellow