Creating a new Building ============================= Same as a usual unit, but set the ``Is Building`` toggle to ``true`` in the **UnitData**. A **Nav Mesh Obstacle** (with the ``Carve`` parameter enabled, for better unit pathfinding) component will be added automatically when the building spawns, and its parameters will be the same as the building's ``Physical Size`` parameters. Production buildings ***************************** For buildings which should produce units, you need to enable the ``Is Production`` toggle in the **UnitData** and fill in the ``Production Categories`` list — the **Production** module itself is added automatically at runtime, you don't need to add any component for it: .. image:: building-settings-unitdata.png :align: center Building ghost drawer ****************************** Buildings have one special feature — **building ghost drawer**. This is an object which is shown when the player is in Build Mode: .. image:: building-drawer-example.png :align: center You should set it up for every building which will be available for the player to build. To do this, you need to create an empty object, add a model of the needed building to it, and add the ``Building Ghost Drawer`` component to it. Next, you need to all the meshes of the building model to the **Renderers** field. It can be done automatically using button from the component: .. image:: building-drawer-auto-setup-button.png :width: 500 :align: center Finally, it should look like this: .. image:: building-drawer-setup.png :align: center There is a transparent material named ``M_VFX_Ghost_Building`` — you can find it in the ``ExtraResources`` folder and add it to every mesh of the drawer. You can also use your own material with a different effect. .. toctree::