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Add new block (square)

Open the Level Editor

In the Unity Editor, open:

HomeDesignMatch3Kit > Editors > Level Editor

Create the Block

  1. Select the Blocks tab.

  2. Click the + button at the end of the block palette.

  3. Enter a unique name in the Name field.

  4. Select a compatible prefab in the Template field.

  5. Configure the block options.

  6. Click Create.

The editor copies the selected template, applies the selected options, saves a new prefab, refreshes the asset database, and adds the prefab to the block palette.

Block Options

Layered

Enable Layered to create a block with multiple damage layers.

The selected template must contain a LayeredBlock component.

Use Layer count to set the number of layers. Existing template layers are reused. If more layers are required, the last available layer is duplicated.

Keep Item Inside

Enable Keep item inside when an item should be allowed to enter the block but not leave it.

When enabled:

  • items can move into the block;

  • items cannot move out of the block.

When disabled, items cannot move into the block.

Item Position

Select how the block is rendered relative to an item occupying the same cell:

  • Default — uses the template's default rendering order;

  • AboveItem — renders the block above the item;

  • UnderItem — renders the item above the block.

Size in Squares

Use Size in squares to define how many board cells the block occupies.

Both dimensions must be greater than zero.

For a multi-cell block, make sure that the template's visual hierarchy and layers match the selected size.

Where the Prefab Is Saved

The new prefab is saved to:

Assets/HomeDesignMatch3Kit/Resources/Blocks/.prefab

After creation, the prefab is selected and highlighted in the Project window.

Use the New Block in a Level

  1. Select the new block in the Blocks palette.

  2. Click cells in the level grid to paint the block.

  3. Save the level asset.

Right-click a block in the palette to select and highlight its prefab in the Project window.

Function Limitations

The editor copies the template's components, sprites, colliders, animations, and block behaviours.

It does not create:

  • new gameplay scripts;

  • new sprites;

  • new animations;

  • new collider setups;

  • custom block behaviour.

For a block with new gameplay rules, create the required component first and use a prefab that already contains the required base setup as the template.

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