#⛰️┃terrain-3d
1 messages · Page 24 of 1
Not an answer but I have to say, your game is gorgeous!
thank you his motivates me a continued @smoky mountain
what do you mean by this? how do you find that
Ive tried 3 different methods to make grass, all have small errors that make it untenable. Does anyone have resources on this?
thanks but it still does not work
you just look under there and you can find it
(google)
how do I fix this texture smoothness?
Does anyone know what the terrain gear icon looks like?
this?
I hope not ): but thank you... trying to fix the same thing for days now.
ookay so trees in unity, i want a wind system active but i want to use tree meshes from outside of unity, all the tutorials i can find use unity's internal tree maker
is that even possible?
when i try to import a heightmap with terrain tools it creates sharp ridges?
The texture has to be 16bit Raw best for it to generate smooth terrain
Thanks
np
Does anyone know if you can use hdrp and terrain
does anyone know how to invert the face so I can make a cave like shap
i think you will need to use an asset for this. you use terrain holes to create caves
Hello, do you perhaps know what's up with PolyBrush doing whatever? The placement is all over the place if you're for example using a multi-layer terrain mesh.
Trying to paint some stuff in here but it places it up there. lmao
no valid mesh renderer, so probably smt you need to assign on the mesh renderer or another one.
Well i didnt find anything missing on the mesh renderer
https://cdn.discordapp.com/attachments/920683193491918929/995125058513149963/unknown.png hey um why is this greyed out?
grass
I'm using a Noesis plugin to rip models, they show up perfectly with textures in Noesis itself but as soon as I put it into Blender half of the vertices are flipped and the textures don't apply to it.
Anyone got an idea what might be causing it?
guys is this space option new in unity or it was present before 2020
It looks like it was introduced in https://docs.unity3d.com/2019.3/Documentation/Manual/terrain-SetHeight.html
Previous one https://docs.unity3d.com/2019.2/Documentation/Manual/terrain-SetHeight.html
How do you import terrains onto another unity project?
I would like to put this...
Onto this...
but you see how nothing shows?
How do I make the entire terrain appear onto another Unity file?
I'm wondering what is missing
I did something....
Now it looks like this...
and when you zoom in
there are checkerboards....
the grass texture is from terrain tools but I do not see it in the package manager
nvm i figured it out
guys can i label location on terrain , so when i scale down or up the terrain size , so it will stay relative to that location
terrain data contain all the info
this file
From what I know, when you resize it shrinks your terrain, it doesn’t cut off outside areas. This may affect the location
Yes I figured it out, thank you
guys this is the map of pubg idk why they used A B C D E F G on top
They're labels for naming the squares.
oh yes thanks
Hey, does unity's terrain have built in lod? For example, if I use an 8k sand texture to paint on the terrain, will it be rendered as 8k everywhere, even though the player can't see it or is very far away? or does it automatically get reduced for optimization?
Question, I got a bunch of geometty of a PS2 game, I want to pul all "sections" into one big map
But because the PS2 had to load individual sections with a transition it had to have materials for each loaded level
I'm importing all maps into Unity and extracting all materials to a folder, taking hours
But Unity exports them with a number behind the material name for each level section
So the question is: Should I extract all prefabs individually, search the mat extension in windows and move every mat individually to a general material folder, being sure to remap the materials one at a a time in the inspector menu?
(all prefabs are in their own folder already so extracting every mat from the prefab won't make unity place a decimal after the material name)
I'm pretty new to this stuff in general so I might be missing an easy fix
Going into every folder in Unity's Project viewer and extracting the materials into that folder and then moving a single copy of each in a search is gonna be less work than going over every model and finding which material to place where
Hey, I want to make a digging system with a mesh, though the mesh isn't very high detailed (doesnt have many vertices) at first. How can I add vertices to a mesh when trying to dig? Or is there a better method?
If you want a digging system like 7D2D you might wanna work with voxels instead of meshes
Anyone got any idea why these two sides are different? They use the same material
is there a fix for my terrain being so laggy on my oculus quest 2?
Hey everyone. So I have a prefab terrain, and I want to drag and drop the terrain to add more places, but when I change 1 terrain, it changes them all. Ive tried unpacking the prefab after dragging it in but still the same result. Can anyone tell me why and how to fix this? thank you
Any Idea how we can get custom brush for unity terrian like this https://youtu.be/R29uYgKYMSA
A small series of videos where I show the progress of Lonefarm.
Testing a custom brush to make the corners sharper without blurring. Also add a triplanar shader to be able to have 2 textures without having to paint the entire terrain
WISH LIST NOW! https://store.steampowered.com/app/1316440/Lonefarm__Farming_Driving_Simulator_Game/
join to Dis...
is there a fix for my terrain being so laggy on my oculus quest 2?
Any solution for this error
"Failed to create Object Undo, because the action (PaintTextureTool - Texture) is too large. Clearing undo buffer."
how do i make my object not fall off the terrain?
What do you mean , fall from terrain edge or through terrain?
fall through*
check if terrain have terrain collider
they do
does the object have colliders attached ?
terrain collider?
i did add terrain collider to the dummy
what do they need to have to not fall through the terrain
any kind of collider except terrain collider
Example : for cube (3d game) box collider and in 2d game for square : box collider 2d
ok i'll try
i added box collider to my object
and its still falling down
can send the terrain and cube collider setting
Does the terrain tool system still work?
Yes
So I haven't worked much with this so I'm not great and can only help lead a bit/: But maybe cast a raycast down to check if the ground is above an angle they can walk. If it is, than add force to the opposite direction and slightly down maybe /: Sorry if this doesn't help
👍
This happens @subtle whale
I just thought of something
let me try lowering my jump height
stopped it climbing that tree but this terrain for example it still happens
is this due to the terrain being ground?
and the ground script so the game knows when my character has stopped falling
I just thought of something
Edge collider
might work
welp nope
not with a character controller
is there a way to patch this heightmap, I'm currently testing Mathf.PerlinNoise
how do I apply Gaussian blur in heightmap? 🙂
I got the issue where the the importeed models become Pink but there's no "lit" option under URP?
URP has it's own version of lit. If the assets were not made in URP, you can have Unity attempt to port them:
That is pretty lit
any idea how to get pixel coordinates in heightmap? 🙂
in the terrain settings, you can import and export the raw image
Hey, I have a LOT of terrain, and I want to quickly texture it. I have multiple ground materials and want to mix them all together randomly, so that I can quickly brush random textures onto the terrain. How would I do this?
does anyone know of any terrain tools where the terrain is more of a box rather than a plane?
what terrain width equals 1 local space unit?
same question with more info: I am trying to set a block exactly 1 unit wide and tall to be a specific height. what should the terrain width be for GetHeights?
You'll want your heightmap dimensions to match the size of the terrain (in the Terrain Settings section). Then you should get 1 unit squared per pixel. If you then calculate the xBase and yBase values from the cube position, you probably only need 1 for the width and height when calling GetHeights
oh, so since mine is 513 currently, if I set the terrain size to 513x513 then 1 = 1?
sweet, that totally did it
Hey everyone! I can't seem to find an answer to this, but I'm messing around with the terrain tools included in the "unity terrain tools sample asset pack" and certain tools like the "Clone" or the "Bridge" don't seem to work? I'd really appreciate some help!
Hey All, I'm facing an issue while trying to apply a RAW image to a Terrain.
I create a new terrain and when I import a raw Image, it's not getting applied as intended. The terrain looks bad and I also get an error
**
EndLayoutGroup: BeginLayoutGroup must be called first.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)**
Can someone please help me get this issue fixed?
Anyone know if there's a way to access the generated terrain basemap in shader or from code?
Well, do you know how those tools work? For the bridge tool, press 1 point on a height-contrasting terrain, and then click on a different point. It should then generate a sort of bridge between the points. Does it not work? Try installing the latest preview package of the package
For Clone and Bridge tools, you press Ctrl+Left Click to set the clone source or starting position for the bridge and then left click without modifiers to paint the cloned parts of the terrain or complete the bridge stamp
@verbal nest @warm radish thank you so much you two! The clone tool is still a little bit confusing but at least it works! haha
Hi guys, is there anyway I can change my terrian detail resolution while preserving my current grasses. I mean when I change it the grasses disappear
how do i make my texture repeat a material
which setting is it in
none of the yt tutorials work
There is no setting for repeating a texture, it depends on the UVs of the model. If you just want to wrap a texture all the way around a model, then look up tutorials for triplanar shaders.
Hey peeps, so I'm trying to replace game objects which are already positioned and saved as prefabs (game level) in my scene without messing up the transform and positions, so anyone knows how can I do it?
Why is my colliders not working
I have given cube to rotate around its edge so it looks like rolling.But i messed up the colliders as you can see if can collide with walls
@timid flame https://docs.unity3d.com/Manual/CollidersOverview.html check the two charts at the bottom.
you can also go into your project > physics settings and set layers to not collide if that is needed.
@sleek yoke THAT IS FOR PROGRAMMING.IT ACTUALLY COLLIDES WITH THE WALL.BUT I WANT TO SEE THE PHYSICS HAPPENING WITH THE CUBE AND WALL LIKE PUSHING CUBE BACK.AS I HAVE SET CONSTRAINTS IT IS PASSING THROUGH THE WALL.IF I DONT SET CONSTRAINTS THE CUBE WILL LEAVE THE GROUND AND FLY AS I DIDNT ADD GRAVITY TO IT. https://drive.google.com/file/d/1gKfoLbGm2cbMQ47G3fInTUm9z4DY_SHH/view?usp=sharing this is the link with gravity applied and without constraints to the cube.it is buggy. how to resolve that.
you could use a Fourier method; transform to Fourier space, multiply by a gaussian around the origin, then transform back
Is there a way to limit placing of grass or tress based on height of world position?
Doesn’t seem like a terrain question
But you would need to model something like that, ProBuilder can help