#⛰️┃terrain-3d

1 messages · Page 4 of 1

inland jetty
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I don't know how you would get an error about it being an editor script

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unless you tried to drag in TerrainCustomEditor

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or if you accidentally pasted that code into the first script

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you may have done that

ionic plinth
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it wont let me add either

inland jetty
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You put the RaiseTerrainHeightmap script in the Editor folder.

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It does not go in the Editor folder.

ionic plinth
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🤦‍♂️

inland jetty
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(anything in Editor will not get included when you build the game, so it stops you from trying to add it)

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didn't know it would give that extra error

ionic plinth
inland jetty
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i don't know what that means

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you just need to move it out of the Editor folder

fluid meadow
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hi, i have a problem

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somebody know how to change the size of threes in terrain editor?

winter minnow
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In this video the Placement Settings appear when the prefab icon itself is clicked rather than the tiny checkbox on it, would it appear for you then?
I notice the new included shaders don't implement tiling settings, which suggests they simply didn't bother adding them in
If you're on URP or HDRP it should be relatively easy to implement it yourself using Shader Graph

fluid meadow
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its like, i have a prefab of the three, and its have 4x4 transform size, but in terrain, looks 1x1

ionic plinth
inland jetty
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Yes.

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Then assign the terrain into the "my terrain" field

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and configure the height change you want

ionic plinth
fluid meadow
drifting crown
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@fluid meadow Stop spamming the channel. If someone can help you they will. Also make a single search for your question.

drifting crown
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!mute 855610361230524447 1h Stop spamming.

reef bayBOT
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dynoSuccess Capitán Mayonesa#6539 was muted.

winter minnow
paper violet
winter minnow
# paper violet No, density settings for the prefab don't show up among the placement settings f...

"Strength" appears to be the rate at which prefabs are placed
Not sure if it can be increased above 1, but you should be able to paint in the same spot for longer for a tighter group
It's possible to enable "unclamped falloff" and manually set the upper end of the falloff curve to above 1, but it doesn't feel like it actually could go above 1
Conceptually there doesn't seem to be a "density", at least not in a way that'd track how many prefabs are already placed in that spot for a controlled prefab density
Frequency is the likelihood at which a prefab appears relative to other prefabs in the "brush loadout", meaning prefabs selected from the palette

paper violet
winter minnow
paper violet
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I have the strength dialed to 1 and can't go past that

random cobalt
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hello, I have this basic terrain and lets say I wanted to slice the mountain in half horizontally. but since unity's terrain is height map based I cant do that easily. does anyone have a work around for this?

winter minnow
snow plover
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can someone tell me how do i get these terrains brushes?

visual fog
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Hey all. Not sure I should ask here. Let me know if I should go to another channel please! My question is: can I set some kind of 'threshold' for when my Player is able to move on top of an object (the sidewalk) or bounce into an object (a wall)? I have no idea what other terms to describe this... Here's a quick video explaining: my characters can't walk enter the sidewalk. But he should be able to! And when he's on the sidewalk, he should be moved up a bit, but still bounce against the house.

random cobalt
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Hi so the paint holes brush does not function properly when your terrain material's shader is not set to "URP -> TERRAIN -> LIT". But I cannot set my terrain material to that because it has custom shader. What should I do?

reef berry
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guys how would I know how many vertices the terrain has

reef berry
inland jetty
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I am trying to bake a navmesh that includes a terrain with trees on it. This is in Unity 2023.1.6f1.

The existence of this setting for trees makes me think I should be able to include them in the navmesh bake: https://docs.unity3d.com/ScriptReference/TreePrototype-navMeshLod.html

I tried putting a capsule collider on the root of the tree object, as well as on the first LOD (after setting navMeshLod to "first"). Both produce trees that I can collide with, but my NavMeshSurface isn't including them.

I've tried setting the NavMeshSurface to bake based on physics colliders and render meshes. I've also tried setting it to use all game objects, rather than just those in the hierarchy, and I'm also including all layers.

It works as expected if I drag a tree prefab in manually -- I get a hole in the navmesh around the tree.

winter minnow
inland jetty
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It's the navMeshLod part that really makes me think this should work...

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The colliders work fine.

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I can bang into trees

winter minnow
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That seems to point towards the issue being with navmesh generation settings somewhere

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Terrain component is not something I'd fully trust in any situation

faint robin
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What is easiest way to add water level to terrain nowadays? I'm using 2022 lts

undone lark
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If using HDRP, there's the new ocean system. Otherwise, the same old way of displacing a plane via shader.

hybrid wedge
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anyone here having used quadspinner gaea?

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i'm considering to use it for my open world instead of MapMagic which has been one big headache so far

hybrid wedge
brave aspen
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i really need it too

hallow sequoia
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Looking for a simple code for procedural map generating

snow plover
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can someone tell me where i can find more terrain brushed?

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i cant find anywhere

summer bay
idle breach
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Hey there! I was wondering if anyone else struggles alot with Grass in Unity. For Some reason i can not figure out, it changes color with the Wind Settings. I cant find a Color where it just keeps its color. Alpha to 0 doesnt work 😦 its driving me insane - does someone more experienced know anything about that D:

fringe thunder
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i must have pressed something on my keyboard but im getting a null reference error whenever i click on my terrain, and i cant paint anything any help?

NullReferenceException: Object reference not set to an instance of an object
UnityEditor.TerrainTools.BrushSizeVariator.OnEnterToolMode (UnityEditor.TerrainTools.BrushShortcutHandler`1[TKey] shortcutHandler) (at Library/PackageCache/com.unity.terrain-tools@4.0.5/Editor/TerrainTools/BrushControllers/BrushSizeVariator.cs:70)
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the error is longer than this a little bit but idk

neat acorn
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i dont know if this is the right place to ask, but I have a .raw file for a terrain I generated. the file is 2560x2560 which is not a power of 2. how can I resize this file? gimp doesnt allow .raw files and I tried a converter and it doesn't allow .raw files that arent taken by a camera. do you guys know how to resize a .raw file?

winter minnow
neat acorn
winter minnow
winter minnow
neat acorn
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thanks man

oblique bison
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i downloaded this

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how to get these flowers on the plane?
as depicted in the asset store

winter minnow
hazy axle
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Hi. i was wondering if its possible to make circular shape terrain in unity ?

hazy axle
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also i face this weird error in unity terrain tool ? : Saving has no effect. Your class 'UnityEditor.TerrainTools.SmoothHeightTool' is missing the FilePathAttribute. Use this attribute to specify where to save your ScriptableSingleton.

idle breach
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Hey there! I was wondering if anyone else struggles alot with Grass in Unity. For Some reason i can not figure out, it changes color with the Wind Settings. I cant find a Color where it just keeps its color. Alpha to 0 doesnt work 😦 its driving me insane - does someone more experienced know anything about that D:

jolly sparrow
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Hello anyone know how to make the layers work please ? i can't paint my terrain

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if anyone want to help please ping me

void sparrow
young gate
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This is an outside the box kind of question, but I'm wondering this:

If I'm not using a section of terrain in a scene, say a corner or water you cant access anyways, would cutting holes out increase performance when rendering?

I'm trying to scrape out every pixel on mobile possible.
Thanks

Edit: Probably no since the renderer only renders the FOV of what the camera is looking at

winter minnow
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But having terrain holes enabled in quality settings itself has an overhead cost for every pixel of the terrain, since it increases shader complexity

young gate
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So the trade off of having holes enabled would potentially negate any performance I save using holes.

winter minnow
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Most likely

young gate
drowsy crown
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Is there a way to place grass mesh without random rotations? I have a grass mesh and a shader that displaces the vertices in a particular direction ( wind direction ) but because meshes are placed with random rotation, they end up swaying in diffrent directions.

winter minnow
broken mist
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why i can't put grass?

ivory smelt
tardy lark
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you are using urp ?

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you can place gras in the tree tab..

hazy axle
short glade
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Asking low poly builders: Once im done with the basic map layout which has some wierd turns and twists in the terrain. How do i go about making the low poly terrain for the map, such as the mountins, and all the elevations.

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Do i make it in pieces?
and
How do i make the terrain in a way that it first the layout. For example if i make it in blender i might have an offset or scale wrong so i have to redo a part of terrain multiple times just to get it to work

rose sentinel
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those fragments are being drawn ontop of the close up fragments

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must be something up with the depth buffer

molten prawn
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Hi guys !
I'm trying to make objects flotable on a water area and it works perfectly with Unity base 3D objects like cube and sphere, but when i try to use custom objects whit mesh renderer, i have to passe the mesh into convex otherwise the object wont detect water. But with that my custom object bounce very hard on water and waves, any ideas on why ?

forest siren
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Does unity have a auto-LOD setting?

winter minnow
forest siren
winter minnow
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Terrain component can generate billboards for any tree mesh

forest siren
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Whats with the game object like bushes, vehicles, buildings.

winter minnow
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Maybe Terrain can generate mesh LODs for trees too but I expect that may require SpeedTree trees

winter minnow
forest siren
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Everything in your game should automaticly lower its polygon count after long distance without even having different lod models of the same object.

winter minnow
forest siren
winter minnow
sharp oak
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I'm new to Unity it wants me to use the Nature/Soft Occlusion shader, where would I find that?

ivory smelt
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why does my mountain not look as awsome as others?

sharp oak
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or try using a different brush altogether for different affect

ivory smelt
ivory smelt
sharp oak
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what brush were you using

ivory smelt
sharp oak
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try brush 6 the really gritty looking one

sharp oak
ivory smelt
ivory smelt
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with these meshes

feral otter
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Hello, I am making a game with a relatively large map (using neighboring terrain tiles), and was wondering how to render the tiles to increase performance

winter minnow
minor arch
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can someone explain something to me: why can't I carve the default terrain?

winter minnow
feral otter
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and I assume we would need our own system for game objects placed in the world seperate from the terrain

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I know one of our group members is looking into scene loading atm, would that be a good approach or are there some caveats that we should know about?

winter minnow
winter minnow
calm flax
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Hello! I have a problem with baked shadows on terrain trees (everything works completely fine with hand placing trees on terrain). Using URPin Unity 2021.3

My terrain trees don't receive baked shadows if my light is in mixed mode when I generate lighting. All is fine with fully baked or fully dynamic lights. Dynamic shadows work fine in dynamic or mixed mode. Baked shadows appear exactly as they should in baked mode. Only problem with terrain trees - shadows work fine on the terrain itself, or anything that's hand placed.

Anyone have any suggestions what might be happening? Once again it's baked shadows not being received by trees, but only with mixed lights, and only for the terrain trees, nothing else.

feral otter
trim ice
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Hello, I have a problem, my cat stepped on my power button and shut down my pc during a terrain modification. After rebooting my pc, reopening my project and going to "Paint Texture" menu, I'm getting a lot of error. I tried to remove temp and library folders and restart, delete my project and clone it again, reinstall unity... but nothing seems to work. I get the same error (screen). Any idea about how to solve this ?

glacial bramble
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can any body from unity start working on better navmesh this has been forever a problem its so bad pls spend some time on trying to test out on complex surfaces not just flat stuff and if you say did you try slopes PLS DONT, I tryid it all for many years your navmesh system has been a Joke Nightmare just not good for complex terrains PLS AND THANKS

rare linden
limber fox
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How random rotate grass?

winter minnow
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There are shaders that can add random rotations when sampling, but custom Terrain shaders are a lot of work and you don't usually need that
Once your terrain has details like grass, trees and rocks you usually don't need perfectly nonrepeating textures

limber fox
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How to make such a shader?

minor arch
main citrus
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hey. I need help with the tree colliders.
They only work if i place them manualy but not if I place them with the paint tree option

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I am using a mesh collider on the tree and that does not work

winter minnow
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As a consequence you need to know beforehand the lowest and highest physical points your terrain will have if you want to get the most out of vertical resolution available to you

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And then raise the whole terrain to the level you have arbitrarily determined as baseline

wise estuary
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Does anyone know how they baked terrain basemap into texture in Unity Terrain Demo scenes for HDRP?

amber cloud
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I am making my first game, and I am currently making a terrain in blender using the ANT landscape generator. I wanna make one entire level for the game, and I was thinking about cutting it up into pieces and use LOD, and also streaming the level piece by piece like WoW

But how many vertices is too much for the ENTIRE level? Imagine that the size of the level should be something like fallout 4, where you can walk from one end to the other in like one hour. From google. "Fallout 4 game map is approximately 43 square kilometers (16.6 square miles)" I wanna make something around this.

So is 500k vertices too much? 5 million? 50? I have no frame of reference and google doesn't really say much, as it is context-dependant ofc.

royal peak
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Hi, any way to have a particle system on the tree prefabs placed by the terrain?

winter minnow
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I'd look for resources for how to add scripts or colliders to terrain trees as a reference, since particle systems are just another component like them

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You may end up having to implement some kind of optimization to only have particle systems on nearby trees or to disable them over distance if your forest is very big

thorny swift
# amber cloud I am making my first game, and I am currently making a terrain in blender using ...

If you are gonna stream in the world I would mainly look at how big disk size you wanna take for users. For HighEnd PCs can handle 1mil polygons on screen quite okay if they are not in many batches. Lower End PCs you wanna go around 100-200k polygons. And mobile is 100k under, high end 300k under. Then all it depends on how much is it going to cost your disk to hold onto that much data. There are other factors like Shader complexity etc. But this is mostly calculated on Standard Shaders with nothing extra like parallax, tessellation etc.

amber cloud
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Great thanks for the general pointers

thorny swift
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Your welcome

winter minnow
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@amber cloud The actual performance depends on a lot more than polycounts alone, so you have to be ready to test and profile and in general study the concepts of optimizing for your target platform
Lights and shadow casting may require meshes to be rendered again so even the polycounts the GPU is pushing through can vary a lot

hot oriole
royal peak
hushed juniper
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Can anyone tell me why when I use the paint trees tool they all are floating? Not by much but its noticable

winter minnow
knotty seal
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I'm really struggling and don't understand what's wrong with this navmesh, if I move it a bit closer to the bridge, my navmesh agent proceed to move to destination, if it's 1cm away, it can't. I don't see anything wrong on the navmesh baked...

lone laurel
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In my scene view there are no enemies around me, but when i move over certain areas like my stair case or some tiles upstairs, i take damage. Issue stops when I turn off enemy spawner.

deft pagoda
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Please tell me if this can be done or how to do it. For example, let's say I need to make fields on which there will be grass, trees, etc. And it is necessary that these models spawn themselves, at random coordinates inside this field. Is it possible to do this?

knotty seal
# knotty seal I'm really struggling and don't understand what's wrong with this navmesh, if I ...

I fixed it, for anyone who would be curious, it's very weird, but it was the nav mesh remaining distance that was showing "0" during a frame instead of "+infinite", so as it was showing 0 during a frame, it was directly going to play the animation that is supposed to play when it arrives at destination. I tried to fix it by adding a "wait next frame" but after I just added a "pending path" node and a if to check when the path is not pending anymore, then proceed to calculate remaining distance.

fleet tendon
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Any reason why I can't change Base Map Dist. ?

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It autoreverts to 20000

fleet tendon
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Fixed this by brute forcing it with script, thanks though

main citrus
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anyone knows how I can play a particle attached to a specific terrain tree?

ivory ravine
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Any terrain in any project show this warning, even with only 1 prefab added, forums and discord says it's an old bug, but I have this question though :
If my detailMeshs are already atlased, do Unity re-atlas the atlases ?
Or do this only work with detailTextures, which are cards, no UV control, no atlas possible (all the imported above are detailMeshs).

dense vector
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soo, i've been struggling to get the unity terrain grass textures to cast shadows. how can i create a shader to get them to cast shadows? and although there are a number of tutorials on this, it seems that they are using individual grass objects with a material and then applying the shader to the material. not sure how to replicate this with terrain grass textures.

gaunt ice
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Hello, I have two textures: one is the base texture (sand), and the other one I want to add by painting (grass). However, I'm having trouble achieving a clear border between the two. Please refer to the attached image :

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How can I ensure I have a clean border?

winter minnow
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And Terrain shader has a lot of features

gaunt ice
winter minnow
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These might be splat mapping, material layering, LODs, trees and foliage potentially

hollow wadi
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Hey guys,
For games like farming simulator, in which the terrain texture is altered all the time, is there something I need to know about Unity's terrain system?
Or the basics of the tutorial is enough?

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I am worried about updating the splatmap all the time

wise estuary
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Do you also have an issue with painting layers on terrain in Unity 2023.1.15f1 when using Terrain Tools 5.1.0?

crimson ibex
cedar jolt
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why unity is getting super slow when i paint with another layer

feral otter
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Is there a way to get navmesh to work with painted trees?

crimson ibex
jaunty harbor
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Hey all!
I'm having an issue where I'm unable to paint holes onto my terrain. I'm using HDRP, custom landscape heightmap, and custom landscape material/shader

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Unity's documentation is pretty sparse on the paint holes option so I don't really know what's going wrong here.

rose sentinel
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do you have a collider on the new terrain?

rose sentinel
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does the player use a check for ground instead of normal collider, if so do you have your new terrain in correct layer

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yeah maybe try doing that and lmk if it works

ivory ravine
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Ehm, there is no MeshCollider for Terrain tree instances (for like rocks) ?

near yew
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How would I "sculpt" this river? I want it to flow downhill slightly. Should I just export the terrain mesh to blender or something?

gritty shoal
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Maybe

winter minnow
# near yew How would I "sculpt" this river? I want it to flow downhill slightly. Should I j...

Terrain component terrain can't do sharp inclines or walls very well so you might want to plop in extra meshes as cliff walls
Or just make the whole thing in a modeling program instead though you do lose terrain features that way
For a "flowing" river you need an animated material, and would realisticially have water on multiple elevations and waterfalls of some kind between them

near yew
# winter minnow Terrain component terrain can't do sharp inclines or walls very well so you migh...

Thanks. Was more so wondering how I could warp the "water" plane (or use something besides a plane) to adjust the geometry to match the terrain. I tried just using another terrain object, but even when disabling the earth terrain's "selectable" setting in the hierarchy, the terrain brush still wanted to sculpt on that one rather than the water terrain. Oh well, I'm going to start fresh in blender some other time. Thanks again 🙂

jovial sphinx
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Hi, do you guys know why in Unity, when I try to add grass, it appears transparent, and I can only see shadows? I've encountered the same issue with two different grass shaders, so I'm thinking there might be a general solution. Also, when I had my project in URP and switched from Built-In, the prefab icons turned pink at first, and then after I updated them to URP, the prefab icons became transparent, as if there's nothing on them. I'm not sure why this is happening because I followed the add-on's documentation and updated it to URP, but I still can't see the grass, only the shadows, also when I add the texture included in this add-on, the shadows stop moving at all, even though they should, does anyone have any ideas?

naive ravine
winter minnow
jovial sphinx
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and the material looks like this, if it helps somehow

naive ravine
jovial sphinx
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do you have any idea?

naive ravine
crimson ibex
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anyone know why this is greyed out?

pearl seal
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how can i make a super small cylinder cut out on terrain. the smallest hole i can make is a square. im trying to cut a golf hole. maybe a stencial buffer to fake the hole?

crimson ibex
wise estuary
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Does anyone know why every layer above 4 in HDRP show up well in the editor but appear black in the build?

ivory ravine
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No more pointLights on detailMeshs ?

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or am I alone in this ?

ivory ravine
ivory ravine
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Same behaviors in various versions of Unity (from 2022.3 to 2023.2) am I missing something here ?

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pointLights won't affect detailMeshs that use standard shader, scattered on a terrain

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can anyone just confirm to me that pointlight work on their terrain normally ?

hardy shell
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I am working on a procedurally generated 2d world. It currently looks like this. My goal is that it can be used in both 2d and isometric.
Anyone know how I should go about making hills and mountains? Do i just layer sprites on top of the hexes? Should I create procedural mesh mountains?
My goal is to have mountains as shown in the 2nd picture?
Anyone know any good art assets for mountains?
Thanks

ivory ravine
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Do you maybe happend to have pointLight working on your detailMeshs ?

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do ANYONE have this issue, seriously i'm losing my mind here

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yo

rose sentinel
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Hi

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Is it possible to make the snow on the terrain be affected by the wind?

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This is what I have currently, but the snow on the ground is "static" (for a lack of a better word)
I've tried googleing this but I can't find anything, maybe I'm missing a keyword here...

ivory ravine
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look at references like maybe God of War, Skyrim, RDR2..

rose sentinel
rose sentinel
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It's more realistic at the very least

spice trellis
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If I have a terrain script error should I post it here because its about the terrain tools or in scripting?
like this

rapid coral
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is there a big performance difference of having 1000x1000 planes with simple plane mesh or having 1000 bigger plane mesh (but one) with small variations

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or is it optimized somehow?

ivory ravine
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Day 4 of my endeavour, maybe someone will answer today :
Do anyone have pointLight working on detailMesh of their terrain (does light affect your grass color) ? - Using Built-in, 2022.2 and above.

bright lark
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Hello everyone an idea about why cant i paint details ?

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2022.3.5f1

ivory ravine
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for anyone passing by, I'm still looking for someone to confirm that PointLights are broken and don't affect Terrain detailMeshs (grass).
Using Built-in, Standard shader, 2022.2 and above, can anyone replicate this ? Or am I alone ?

rose sentinel
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i need help
geniunly
its 3:30am and i am gonna mentally explode
this is the code
https://hastebin.com/share/eriyivavag.java

https://www.youtube.com/watch?v=1HV8GbFnCik
i follow this tutorial

I get shit like this

In this video, we will look at how to go at creating a procedural terrain using the Diamond-Square algorithm.

Custom Mesh video: https://youtu.be/UeqBwK27sV4

▶ Play video
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when it should be like this

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i am usig diamond square algorithm

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its going to be neraly 4am so ama go sleep and if i wake up in 4hrs and know that someone told me how to fix it then I will pray for that person success

ivory ravine
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@rose sentinel I don't know for your issue but I've been asking the same one for a week now,
Can you put grass on your wrongly made terrain, and tell me if f***ing pointLights affect your grass ?
Seriously I have asked for a thousand people I've got no response, I'm desesperate to find an ANSWER TO THIS FOR A WEEK>
CAN SOMEONE TEST THIS FOR GOD SAKE
POINTLIGH ON GRASS

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please

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f* please

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just anyone put a light on your grass and tell me YES or NO

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it's simple

rose sentinel
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in the getting value of mid

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i missed out a vlaue [botleft].y

ivory ravine
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@rose sentinel Okay nice ! Now what happend if you put a PointLight on some grass, does it take the color ?

rose sentinel
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i wont be doing textures

ivory ravine
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could you maybe test for a few seconds ?

rose sentinel
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i am doing a memory usage test depending on fps and terrain size for two algorithms

rose sentinel
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i am a beignner

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it would take me time\

ivory ravine
#

ah nevermind then

ivory ravine
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for anyone passing by, Day 6, I'm still looking for someone to confirm that PointLights are broken and don't affect Terrain detailMeshs (grass).
Using Built-in - Standard shader - 2022.2 and above - can anyone replicate this ?

winter minnow
ivory ravine
earnest current
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i feel like im losing my mind

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i swear to god the terrain layers thing was here
where i apply the pallete

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ive done it before but now i cant find where terrain layers are

tame depot
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cannot add my trees

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How do I add a mesh render component to a prefab that's in my project files?

calm summit
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I created a neighbour terrain. The colours are washed out, as far as I can see, all the settings are the same. Anyone recognise this?

rich pumice
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Why can't I add bendfactor to my tree?

rocky folio
rocky folio
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https://youtu.be/fucZzuVPgrg?si=0LKxKy1v0_MsEH8v
This. But is this the only option?
Or this, but not available
https://www.reddit.com/r/gamedev/s/L0dDjoZDvm

Autotiles 3D is a tile map and grid level editor tool with auto-tiling functionality for Unity.
Define your own tile rules and build out your level!
Now available on the Unity Asset Store

▶ Play video
Reddit

Posted by SayAllenthing - 222 votes and 14 comments

rocky folio
shadow burrow
#

hiiiiiiiiii,
every time I async load terrain with lot of grass textures,
through addressables it freezes main thread for 0.2 seconds with TerrainData.AwakeFromLoad call

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it happens only for terrains with a lot of grass variation

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how do you guys stream your world terrains with grass considering this issue?

fleet jasper
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Hello, why is my terrain tool doing this?

  1. Extreme density of plants
  2. Field mode??? Lol
naive ravine
pastel solstice
#

does anybody know where I can find historical landscape data from like the 30’s and 40’s in Poland

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To be able to recreate those kinds of landscapes

shadow burrow
#

this place is black hole, people asking questions and no one answering 💡

fleet jasper
winter minnow
shadow burrow
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Makes sense.

mint mason
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I got this simple grass object here but when I go to paint it onto terrain it goes sideways, if you need more info please say I'm a bit lost

rigid junco
#

Unity and blender use different coordinate spaces so the rotation wont match by default

lethal tangle
#

im really new to unity how can i make this look better

desert rock
naive ravine
ivory ravine
# lethal tangle im really new to unity how can i make this look better

Add more variation to your grass, I mean more prefabs.
At least 3 types of grass, 1 patch of clovers, and flowers.
Painted with a different seed, it will fill the holes, and be much more natural, vary their maxHeight, and use different noise scale (in the detailMesh parameters).
Place some trees manually, and tilt them a bit randomly, again feels more natural.
Add some clouds and volumetric fog if you can afford it.

candid python
#

I am developing for mid-low end devices any tips on how to optimize trees and foilage in terrain?

ivory ravine
# candid python I am developing for mid-low end devices any tips on how to optimize trees and fo...

It's the game of the minimum,
use as few polys as possible, as few draw calls as possible, and set the shadow distance to a minimum if for real-time.
"Atlas" your textures/UVs, have meshes share the same materials, utilize simple shaders (with few texture slots). Use impostors/billboards for trees and large objects that can be seen from a distance.
Reduce "overdraw" by ensuring that your meshes are not quads, but custom meshes that better match the shape of the plant.
And it depends on what you want to achieve I guess.

pale canyon
#

Hello everyone, Is it possible to rotate a skybox 180 degree? I have downloaded AllSky and using the Space Skybox but would like to make it so the earth is underneath not ontop. Thanks in advance

past glen
#

how can i make terrain?

#

im trying to make an open world but i dont know where to make my own terrain

earnest current
#

Use a program like gaea

past glen
#

Speaking of gaea... i have no idea what to do bro

#

i just have a square

#

and a gray texture

#

i want low poly too

#

imma use blende

ionic otter
#

is it possible to automatically change the terrain layer bordering an object on top of the terrain or do i just have to do it manually?

celest gust
#

When generating terrain from a randomly generated height map that is sharp (Only black and white, no greys), it still kind of smooths out the edges like shown in the picture. Id like for the terrainb to go straight down with at most a little bevel if not with a completely sharp edge. How could I achieve that?

earnest current
#

this area i've red circled is going to be a cave in the future.
would i be better just making it a solid object and digging it out with a plugin like digger? or is there a better way to do this

ornate karma
#

Is there a way to increase Terrain Detail Distance more than limit in Terrain Object? It's really annoying to work with when you need to be soo close to ground in order to see what you are doing, especially with big terrains.

vital aspen
#

Hi, i need some help, I've painted trees with the Terrain Tree Painter, but they ONLY appear on a super close distance, i've added LOD groups to my prefabs and maxed out the values in the terrain editor, nothing has worked, help please

knotty delta
dreamy sapphire
#

I am learning how to use auto tiling but its not going to plan

#

The tiles that ive set rules for are tiny for some reason lol

winter minnow
dreamy sapphire
#

I do have another rule tile question though, this isn't working as planned either

winter minnow
dreamy sapphire
fringe belfry
# earnest current this area i've red circled is going to be a cave in the future. would i be bette...

Hello!
Have your question answered?
If not, I would recommend you to make the terrain as if like the cave is in the mountain, so fill it up.
Then the cave area in a separate object.
For the entrance, you should look for a Stencil buffer for cutting the terrain + a collision trigger (box) for allow clipping through the terrain.

Or maybe this tutorial
https://www.youtube.com/watch?v=7Q22A2QkDRI

Either way you have to create the ceiling. I would go with the 3d model approach.

A quick guide to how and why you'd cut holes in a standard terrain. We'll cut a hole and then build a quick cave from a collection of meshes to get things a little more 3d and let us break out of the terrain! This quick Unity terrain tutorial has you covered for making everything from a cave to tunnel in your game.

In the video I'm using a hand...

▶ Play video
north carbon
#

i am trying to get grass to my terrain but the add grass texture is not appearing and the detail mesh is not showing up on my terrain. is this a known issue? because internet cannot help me.

earnest current
fringe belfry
# earnest current Wonder if doing 2 terrain layers on top of eachother like this would also work <...

Looks interesting with the holes!
I still believe you would be better off if you would make a separate cave model (multiple models). And put it in it's own scene and load it additively:
https://docs.unity3d.com/ScriptReference/SceneManagement.LoadSceneMode.Additive.html

I'm not sure how light sources behaves with 2 terrain. You might end up having performance issues because of a few light sources in the caves...

Make some testing before you dwell into the nitty-gritty parts of this!
And share what you have fund!

ancient lynx
#

Hi, is there a way to make a change to the matreal of my trees at run time? It seems like i need to refresh the terrain somehow, is there any way to do this?

onyx maple
#

Anyone really good at terrain stuff that could help me out? I have a specific issue that I can't seem to find a solution for.

Basically I am raising the vertex position of my terrain in a tessellation shader and because of that, the Terrain LOD (I think) makes my camera un-render the terrain sometimes at the bottom / corners because it thinks it is out of "frame", but because I have raised the vertex positions they should be visible.

Maybe I'm explaining it poorly, but I attached a picture that shows the problem. The camera near clip is set to 0.01

And increasing the pixel error does help but it maxes out at 200 and it is not enough for all cases sadly.

I'm pretty new to terrain stuff, wondering if anyone has had a similar issue :D thanks <3

high axle
#

What's a good away to make roads?

shy blade
#

How are overlapping mesh's textures blended like this after they are merged (I assume they are merged) ? Is it something done in Unity, or something done in modeling software?
Refering to the rocks being blended into the ground.
I'm sure its just done with masks, but can it be automated?
https://i.gyazo.com/59d155b722de64e8f7074c6bd970aeeb.png

soft drum
#

or use splines

spice edge
#

Ill try here aswell: Unitys terrain details arent working with WEBGL... is that just a feature or is something else going on... like in everything else its fine. but meshes turn almost transparent if theire used as terrain details when ran on webGL... Any ideas

fickle narwhal
#

how do i put the water material on a terrain?

night stream
#

Is this an overkill tri count for trees?

distant rampart
mint scarab
#

the edit deatails add grass texture wont open so i cant add grass to my terrain anyone know how to get it open?

marble sentinel
mint scarab
#

it did thanks

mint scarab
cedar basalt
#

how to put one texture on my whole terrain

rigid junco
sharp ember
#

dunno if this fits better here, or under HDR or someplace else but i'll fling it here too :

does anyone know of a free skydome creator? i want to make my own hdri's but the only thing ive seen is either using blender nodes, Ai or terragon4... does anyone know of a free app that i can use to make seamless skydomes with?

snow heron
#

anyone could help out

rose sentinel
#

Yo, is there a simple way to set the terrain's height only for a specific area?

#

e.g. in here I'd like to set a certain height only for this area, since I'd build a building there

hollow warren
# rose sentinel

Yeah, one of the tools is to force a height to the area you select.

snow heron
hollow warren
rose sentinel
#

and it was that easy, thanks!

hollow warren
modest flax
#

Can someone PLEASE give me some examples of 2d pixel art moon terrain because ive been searching for hours and i cant find anything, nor can i think of anything.

vale crag
#

what is the best/easiest way to create race tracks?

modest flax
graceful jasper
vale crag
#

i mean using assets like probuilder or smt

sharp ember
#

cause i have no idea what i'm doing but i want to recreate this possibly in blender and save these settings to be used in UE, unity and godot. and i wanna upload the finished shader to github or gumroad. but wanna know if its possible first

small flint
#

can anyone explain why I get this patch after build

woven oxide
#

does anyone have Gaia 2021 because I need help with the Tree Spawner. here´s the problem i have now created the trees manually with Terrain tool so added but as soon as i use GeNa tool they are not removed and stuff like that but there i have much more trees and with Gaia only some places are placed and i don't know how to do that so that i show him where all the trees go. does anyone know how to do that or is that generally not possible?

fathom mortar
#

i imported a tree mesh from blender, it has two objects main which is the stick and a child which is the leaf's when i go to paint and i select the prefab for the tree what happens is that the tree main part only gets painted how do i make it so it paints the parent(trunk) and children(leafs)

green nebula
#

hey guys, need some help importing a heightmap into unity terrain.

#

I cant seem to get it to look how I want it, I might just be typing wrong settings in for import but I am a bit lost

short sleet
#

What's a good way to trick the player into seeing a dense forest without actually placing a lot of trees

rigid junco
#

They will look bad up close, of course

short sleet
#

how about low poly trees, is there any way to "make" billboard trees out of models you already have so that they match?

#

@rigid junco

rigid junco
#

The billboard I showed is from my own editor tool that renders billboards from 3D meshes

#

It's very much WIP though, I forgot about it until I read your question 😄

#

But yeah you can check out SpeedTree. I don't think it's free though

rigid junco
#

@short sleet Tell me if you find a free solution. Meanwhile I will be working on my own tool

rich pumice
#

Why does my water plane have a white line around the edge?

#

It's something to do with the alpha

keen moat
#

Heey

#

i need help with my terrain

#

i have a little scene with 3 terrains... but i need to aplicate them the shader that makes the curve...

#

but i can't modify it

#

not as in a mesh...

#

so i need to applicate by any way or just convert the terrain on a plane or extract it textures...

#

Any ideas?

rigid junco
rich pumice
paper moss
#

Hey, I'm working on an ungodly big scene (1000km2) I'm using 1000 1x1km terrains for it, no idea if this is optimal for performance. I got it to run pretty well in game by using an LOD script I wrote (but that was with ~100 terrains in the scene). My question is basically: does anyone know of a resource for terrain performance optimization and is it even feasible to have a scene this big?

rigid junco
tired oak
#
public class TDS_DetectTrees : MonoBehaviour
{
    public Terrain terrain;
    private List<Vector3> treePositions = new List<Vector3>();

    void Start()
    {
        if (terrain == null)
        {
            Debug.LogError("Terrain reference not set!");
            return;
        }

        TerrainData terrainData = terrain.terrainData;
        TreeInstance[] treeInstances = terrainData.treeInstances;

        treePositions = treeInstances
            .Select(tree => Vector3.Scale(tree.position, terrainData.size) + terrain.transform.position)
            .ToList();
    }

    void Update()
    {
        if (treePositions.Count == 0)
        {
            Debug.Log("No tree positions found!");
            return;
        }

        Vector3 closestTreePosition = treePositions.OrderBy(treePos => Vector3.Distance(treePos, transform.position)).FirstOrDefault();

        if (closestTreePosition != null)
        {
            closestTreePosition.y += 1;
            Debug.DrawLine(transform.position, closestTreePosition, Color.red);
        }
    }
}``` Someone have better way to do this? Find closest tree?
keen moat
#

!code

reef bayBOT
hollow timber
#

Trying to figure out a good method of adding a road shape file to the terrain, something with dynamic occlusion and all that

rigid junco
#

Can also replace Vector3.Distance(a, b) with Vector3.SqrMagnitude(a - b)

#

I would also just manually write a distance-comparison for loop instead of using Linq here

#

AFAIK it generates garbage

tired oak
#

im think right now if i want make this feature and building system 🙂

#

thank you for tips - i will check them both

tired oak
#

How hide terrrain detalis inside e.g. sphere?

jaunty patrol
#

BTW sorry for the bad quality of the videos , I don't know why my fps rate is so low

undone lark
#

It can be fraom any of those things. The first question is, how are you moving your character?

jaunty patrol
jaunty patrol
# undone lark It can be fraom any of those things. The first question is, how are you moving y...

here is the code :

using UnityEngine;

public class DeplacementFPS : MonoBehaviour
{
    public float vitesseDeplacement = 5.0f;
    public float sensibiliteRotation = 2.0f;
    public float forceDeSaut = 10.0f;
    private bool peutSauter = true;


    private void Start()
    {
        Debug.Log("Start");
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;
    }

    private void Update()
    {
        float deplacementHorizontal = Input.GetAxis("Horizontal")/3;
        float deplacementVertical = Input.GetAxis("Vertical");

        Vector3 deplacement = new Vector3(deplacementHorizontal, 0, deplacementVertical) * vitesseDeplacement * Time.deltaTime;

        transform.Translate(deplacement);

        float rotationY = Input.GetAxis("Mouse X") * sensibiliteRotation;
        transform.Rotate(0, rotationY, 0);

        if (Input.GetKeyDown(KeyCode.Space) && peutSauter)
        {
            RaycastHit hit;
            if (Physics.Raycast(transform.position, Vector3.down, out hit, 1.1f))
            {
                Rigidbody rb = GetComponent<Rigidbody>();
                rb.AddForce(Vector3.up * forceDeSaut, ForceMode.Impulse);
                peutSauter = false;
            }
        }
    }

    private void OnCollisionEnter(Collision collision)
    {
        peutSauter = true;
    }
}
undone lark
hollow timber
#

Anyone know of a fast way to get road splines onto terrain in unity? The road network I have is pretty complicated

#

I plan on doing highways by hand, but everything else can be automated

#

I don't care if I have to buy the tool

#

cause I'm about to go make them all by hand entirely in blender and I want to save myself from that pain xD

#

since most of them are just a flat plain

#

and if im doing it by hand, how do I manage it in the game? Do I slice everything up in pieces and create lods (even though most of it is a plane)? Do I set everything as one prefab? I know how to make a road, but what is the best practice for having roads?

#

like this is where I'm getting confused, this microverse guy has a spline tool but then he has a road tool, they both do the same thing on surface, and yet none of them explicitly say they let me import a shape file

#

all the tools are like that

#

then theres gaia gena, but I don't know if I need to own the latest version of gaia, same with microverse, do I need to own microverse and splines AND roads to do roads?

#

I'mma start pinging people lol

jaunty patrol
# undone lark You cannot use `.Translate` to move physics objects. You need to be using `.AddF...

I modify my code , and I have no more collision issue, but now the more I advance, the more my caracter accelerates

using UnityEngine;

public class DeplacementFPS : MonoBehaviour
{
    public float vitesseDeplacement = 5.0f;
    public float sensibiliteRotation = 2.0f;
    public float forceDeSaut = 10.0f;
    private bool peutSauter = true;

    private Rigidbody rb;

    private void Start()
    {
        Debug.Log("Start");
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;

    rb = GetComponent<Rigidbody>();
        rb.freezeRotation = true; 
        rb.useGravity = true;
    }

    private void Update()
    {
        float deplacementHorizontal = Input.GetAxis("Horizontal");
        float deplacementVertical = Input.GetAxis("Vertical");

        Vector3 deplacement = new Vector3(deplacementHorizontal, 0, deplacementVertical) * vitesseDeplacement;

        rb.AddForce(transform.TransformDirection(deplacement), ForceMode.VelocityChange);

        float rotationY = Input.GetAxis("Mouse X") * sensibiliteRotation;
        transform.Rotate(0, rotationY, 0);

        if (Input.GetKeyDown(KeyCode.Space) && peutSauter)
        {
            RaycastHit hit;
            if (Physics.Raycast(transform.position, Vector3.down, out hit, 1.1f))
            {
                rb.AddForce(Vector3.up * forceDeSaut, ForceMode.Impulse);
                peutSauter = false;
            }
        }
    }

    private void OnCollisionEnter(Collision collision)
    {
        peutSauter = true;
    }
}
magic cove
#

Hey, I’m working on a game and I need a large terrain for it. I’m trying to figure out the best way to do this without it being too complicated or taking forever. I’m thinking about using Blender to generate a terrain mesh from a black and white image using a displace modifier, and then converting that into a terrain in Unity.

Another consideration is using either a self-made custom procedural terrain generation or leveraging a procedural terrain Unity asset pack, which might offer greater customization options. I'm a bit torn between these possibilities. What are your thoughts on the most efficient way to craft this map, thanks!

rigid junco
#

Wait why is this in the terrain channel

jaunty patrol
tepid valve
#

How can I reduce the density of a terrain painter detail brush?
it's way too many right now than intended

rose sentinel
#

Anyone have some resources where I can learn to use textures on terrain correctly? I feel like im doing random shit

#

I have a lot of textures I can use which ultimately makes it more difficult to make it look nice

#

so if anyone can direct me to a video or something that they found useful, cuz I dont even know what to google

slender glen
#

How do you get the detail draw distance even further than the settings allow for? There's a very hard line where the details stop drawing and it's not that far away from the camera

fleet jasper
#

I'm having a problem with the detail mesh tool. It doesn't paint my detail mesh.
(I'm using Unity 2019.4.40f1 becouse no newer version works on school computers, noone knows why. Techer doesn't know what the detail mesh problem might be so i'm asking here)

slow turret
#

Hello, I bought a Cyberpunk asset, and when I open it on Unity, it shows me pink, how to solve it?

fleet jasper
slow turret
#

I open URP project

safe basin
#

Does Unity's Terrain Toolbox allow you to auto-assign textures based on slope and height like the old TerrainToolkit back in the day?

compact ferry
#

Any idea why my tree colliders don't work in 2023.3.0a15? I have capsule colliders on the tree prefab.

#

All my other collisions work for the same layer mask on other objects.

fleet jasper
supple grove
#

where do i download assets for free ( context - i need a forest pack to make enviroment and it should be compatable with 3d urp )

exotic wing
last linden
#

both have the same grouping id of 0 but they won't connect

#

i created the other terrain with this

#

i'm also getting this when selecting heigh tool

last linden
#

deleting library folder, removing and reimporting terrain tools yet nothing got fixed

real crater
#

hi, how do i make the trees spawn a bit lower so that they dont get out of the terrain

last linden
real crater
#

alright ty

last linden
delicate pivot
#

hey guys, what's the general perception around SECTR 2019? is it used? liked? hated?

delicate pivot
#

and also: are there any games launched that uses gaia?

pliant vector
#

I don't know if i am using the right jargon or wording, but is there a reason unity will stop responding when baking a navmesh? I have static, gizmos, and other stuff on and its on a 125x125 terrain and my laptop has way more than enough memory

pliant vector
#

Problem solved: i had to disable all other meshes for unity to get back to work

storm leaf
#

anyone know why this happens? (i apologize if this isn't the right channel)

the position that the editor logs is somewhere waaaay off where the object actually is, all things that point to the position get transported to the incorrect one indicated by the arrows

civic hatch
#

hello i am having an issue when i paint on the terrain sometimes it goes black. but i only see it when i turn on the lighting

paper moss
pliant vector
#

I'm also using that and i was wondering what others were using. Today was a day full of frozen scenes for me

#

After a certain amount of terrains in scene it starts to act up and wont even bake a single plane

full thunder
#

Failed to create Object Undo, because the action (PaintTextureTool - Texture) is too large. Clearing undo buffer.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
The problem is as in the photo I posted. There isn't much I can tell.
If the Control Texture Resolution is 1024x1024, the problem is solved. But the quality is decreasing.
How can I solve it?
If anyone knows and can help, thank you very much.

civic hatch
#

Hello can someone help me with my question

full thunder
civic hatch
#

hello

pliant vector
#

The black terrain thing... are you using microsplat or urp?

#

Sometimes when what you are using has a limit of 8 per terrain wnd you are using number 9 that can happen with some assets or you are using more than specified it can do that. What terrain or painting/stamp assets are you using?

civic hatch
pliant vector
frail vector
#

I have used the paint trees tool to paint same bushes on my terrain. I then went and changed my bush to have a sphere collider and then I set it to trigger, but when I go and try to trigger it with my player it interacts as a collider. Instead of my getting through it, I get blocked. Even weirder neither OnTriggerEnter, neither OnCollisionEnter works. Why is that, and is there a way to fix it or should I just hand place all the bushes?

viral shuttle
#

Hello, can anyone help me with this
Is there any easy way that I can combine these two terrains?
I cant seem to raise the terrain perfectly

brittle knot
#

Hi guys, i paint a dirt texture using unity terrain tool but i don't know when some of the textures that i add as new, when i paint it look alike a shiny white tint cover the actual texture...If somebody help this means appreciated !

pliant vector
#

Donor: Your terrain seems to be split. Are they neighbors? Is one a stamp?

#

@brittle knot can you show the textures inspector?

copper veldt
#

someone Can Help me with Tree shading?

#

its just a dark forest map but the trees just dont follow the shading of the terrain

brittle knot
#

i not sure but i use one terrain only in my scene

pliant vector
#

@brittle knot remove the last and see if it fixes itself. Also i see that pesky unity bug again. Also did you have any options to set smoothness or metallic? If so then lower those values

sly idol
#

hey, is it possible to disable just specific details?

#

like, let's say I want to make a winter mode, and if player selects it then grass is gone, but the bushes just change texture, for example

pliant vector
#

Some people write scripts and some use weather assets like Enviro

#

If you use enviro and the vegetation engine you can also have them change colors or height for seasons

sly idol
#

I guess writing a custom script it is then, as Enviro seems out of budget. An interesting journey ahead of me, I can feel.

night stream
#

anyone us a detailed mesh for grass

pliant vector
#

I don't know how much enviro goes for, but most things go on sale. If you are states side then i would suggest something like uber eats on a weekend to fund assets if that is an option available

sly idol
#

Yeah... Maybe that is an option, but I guess for now I'll stick to my $0 budget for the game (0 spent 0 earned). It is quite an interesting learning opportunity though, doing all things myself.

junior dawn
#

hey, i have a problem with terrain and projector. when i project a texture on a terrain with greater terrain layer index than 4, the projector stops working. like it was burrowed under that terrain layer. ive tried searching but i couldnt seem to find anything related. is there any way of fixing this?

novel monolith
#

Hey, how can we take our terrain center at the world center ??
Is there any way to change the terrain position having (0,0,0) at the center not on the corner ??

fair lily
#

hi, im trying to use a height map of the moon to create some terrain, is it possible for me to use a little snippet of it? only thing is that i have no idea about is how much to set the terrain width length and height to

steep hinge
#

so the best thing imo is to break your terrain into square segments

#

also your moon picture is... an unwrapped sphere, which is maybe not ideal unless you modify it

#

then you'll need something 16 bit to convert your heightmap. photoshop works, paint.net doesn't, there was a browser one that worked but I can't remember its name for the life of me.

#

anwyay, you will want your heightmap sectors to be no larger than 2048x2048 so you can use your texture at 1:1 with the geometry

#

if you need to scale it you can do that later, but lightmaps won't play well with it... so you may need smaller or larger physical space but the control texture should match the heightmap resolution

#

then you need to calibrate your min and maximum height.

#

0 is the bottom, but that image looks like it has very little fully black pixels

#

so I would use photoshop again to find your darkest pixel, your brightest pixel, and decide how much elevation difference you want

#

so lets say your mid pixel is 128 light value... and max is 256 and you want the elevation deference to be 30 units... you need to make sure your max height is 60 not 30

#

between them*

#

because your darkest pixel being only 128 means its half the height of the map already.

#

but likely you will have overhead in your difference as well, then it gets more complicated...

#

another thing you may want to do is decide how many units in size you want your typical crater... then you can adjust the size according to the resolution in advacne which is almost certainly best

#

for example, this heightmap is only 1024x512... so I would suggest finding a bigger one... but you could use it and possibly scale it....

steep hinge
#

this big crater here is only 27 units across

#

im going to assume... thats not big enough

#

so you're going to have pretty low resolution terrain detail you will have to clean up

#

im bored, i wanna take a stab at it... sec lol

#

lets test with this...

#

256x256

#

this is the distribution of luminance

#

so I can adjust the image with the sliders to make the bell curve distributed better across the ranges but clipping the top and bottom.

#

something like this

#

Now lets see what we can do in unity...

#

Export settings...

#

Looks interesting from above... using a max height of 30....

#

right...

#

so, how do we fix this?

#

we can constrain the height further, but if thats not okay we can also try scaling it up... or reduce the contrast in the map

#

Now I have limited the height to 5 and applied the map as a texture

#

its looking better... maybe... but its still very noisy

#

Raising it back up to 30 and smoothing it with the smooth tool kinda works... but it will all depend on how much detail and size you want

#

then you'll probably also want to make some different terrain textures and paint over it with something with more detail

#

otherwise your craters end up like this:

#

which idk, maybe you're going for a n64 look? 😄 but if not, there is a lot of work to be done, its not magic ^^;

vale crag
#

i have drawn a spline to make a road with it. Unity has a "Spline extrude" script which extrudes a tube, but i need a road. Is there an asset or something to extrude a road and not a tube?

fluid tartan
#

and it's on super cheap sale

umbral marsh
#

i have a problem

#

whenever i changing value

sly pivot
#

Is it best to merge one massive terrain to one terrain object, 10x10km or have them at 1000 each stitched together?

lusty pumice
#

Does anyone know the minimum resolution allowed for the holes texture?

lusty pumice
rigid junco
shell jolt
#

by default Unity terrain is doing arbitrary chunking, so without instancing toggled on the drawcalls will be massive on a huge terrain

restive ravine
#

!blender

reef bayBOT
restive ravine
#

apologies, needed the link

sly pivot
#

@shell joltI need the AI to walk around on the massive terrain even if I do not render it, will they be able to do pathfinding on a chunked terrain or instanced outside of render view?

umbral marsh
hybrid wedge
#

why is my terrain looking like chrome, all i did was use microsplat

vapid jacinth
#

hey ! this might be a dumb question, buy how do i make my level design consistent in terms of pixel ratio. for example, i have a 32x32 tileset for level design but i wanted to add a parallax background. however, the background isn't a 32x32 tileset, it's a pixel art background. when i add it the pixel ratio of the background, and for example the player has bigger pixels than the background. i know the solution is really simple but i rly can't put my hand on it (im new to unity btw, i know how to code but i'm tryna learn 2D level design)

rose sentinel
#

how can i change my terrain size

#

Even though I changed the scale size it still looks the same

shell atlas
#

The leftmost button in the terrain component I think

hybrid wedge
#

Click on the terrain settings button. It's the rightmost one of the 5 buttons next to your right red arrow

#

There you can change the size iirc

rose sentinel
#

tysm for replies

lusty pumice
#

I think I have discovered a major bug with TerrainData.GetAlphamaps (Unity 2022.3.0f1), but want to make sure I'm not missing a huge bug in my code.

The bug that I believe exists: Calling GetAlphamaps for the entire Terrain returns an array with some quadrants of the terrain correct, and others reversed. By quadrants, imagine a terrain split into 4 equal sized parts. The bottom left and top right quadrants have the correct alphamap values, but the values for the top left quadrant are located in the alphamap where the bottom right quadrant is, while the values for the bottom right quadrant are located in the alphamap where the top left quadrant is. Simple example (2x2 alphamap):

Expected Alphamap values:
[.5, .2]
[.7, .3]

Actual Alphamap values returned by GetAlphamaps:
[.3, .2]
[.7, .5]

The thing is, if I call GetAlphamaps for a sub-region, the correct values are returned, i.e., GetAlphamaps(0, 1, 1, 1) would return the correct value of .5.

I have some pretty simple code to test the issue, which is basically calling TerrainData.GetAlphamaps twice, once for the entirety of the terrain and another time for a sub-region. The code compares the values from the sub-region against the values in the full terrain alphamap. Through other testing I have confirmed that the sub-region only alphamap is correct. Here's the code:

#
{
    //sourceData.alphamapWidth = 64 & sourceData.alphamapHeight = 64
    float[,,] sourceAlphamap = sourceData.GetAlphamaps(0, 0, sourceData.alphamapWidth, sourceData.alphamapHeight);
    int layers = sourceAlphamap.GetLength(2);
    int xStart = 0, yStart = sourceData.alphamapResolution / 2;
    int testRegionResolution = sourceData.alphamapResolution / 2;

    float[,,] testRegion = sourceData.GetAlphamaps(xStart, yStart, testRegionResolution, testRegionResolution);
    for (int x = 0; x < testRegionResolution; x++)
    {
        for (int y = 0; y < testRegionResolution; y++)
        {
            for (int i = 0; i < layers; i++)
                Debug.Log($"x = {x}, y = {y}, i = {i}. Values Equal = {Mathf.Approximately(testRegion[x, y, i], sourceAlphamap[x + xStart, y + yStart, i])}");
        }
    }
}```
#

Am I missing something obvious with my testing code that is causing this issue?

lusty pumice
#

Also, to be clear this is not a floating point issue. The values from the testRegion and sourceAlphamap are completely different (0 vs 1, etc.).

lusty pumice
#

Okay, I have figured out what is going on. GetAlphamaps is actually completely correct. The issue is that in order to access the values, you need to use the y value as the first index and x value as the second. This makes sense in that this is usaully how 2/3D arrays are stored, however the problem is that Unity's documentation tells you to use x as the first index and y as the second: https://docs.unity3d.com/2023.3/Documentation/ScriptReference/TerrainData.GetAlphamaps.html. So basically, whoever wrote that made a mistake. Submitting a correction to the documentation now.

ripe shard
#

I have a more general question: what tools do you use for creating realistic terrain? I see a lot of tools, but they are not free, and I like to understand what I'm making when I create terrain. I understand heightmaps and noise TIFF images, but I want to know what you use to paint textures in the right places on the terrain (like erosion and things like that). I tried using the brush mask filter (concavity setting), but it doesn’t look very realistic.

#

are you making your own scripts for that ?

plush hamlet
#

hi , is it possible to paint material on trrrain not a texture ??

#

i have a sonw material that I've made , can I paint it on terrain ?

ripe shard
#

If you want to paint your terrain, you will need a 2D texture (maybe convert your material), because the terrain has one material (the entire painted texture). I think a shader is the way to go, like with modular shader MicroSplat.

winter minnow
pale igloo
#

I'm running into an issue with my tilemap where it works perfectly moving up on the Y axis, but is shoddy at best for everything else. I'm using unity's built in transparency sort. Anybody know how to resolve this?

winter minnow
pale igloo
#

Thank you

winter minnow
# pale igloo Thank you

Just in case my wording was misleading; custom sort axis would make all object determine their sorting by verticality, so it's not something you'd manually have to control with scripts or the like

pale igloo
#

I’m currently using the custom sort and that’s what’s giving me this issue

#

I think I’ll just create a separate layer for water edge tiles and adjust the collider. Hopefully that’ll allow them to collide on the water part but still be walked over like normal otherwise. I’m not at my computer rn tho so I can’t test it

winter minnow
# pale igloo I’m currently using the custom sort and that’s what’s giving me this issue

Iirc it works by sprite pivot point, which usually should be at the very bottom or "floor height" of each sprite so that they work consistently
Ground layers are a bit difficult with it though since they are the floor
Usually they can always be below, so you can put them on a lower sorting layer or order in layer so they'll ignore the custom axis sorting relative to characters

pale igloo
#

I tried changing the pivot point earlier but it also messed up my tilemap and didn’t really work. I saw people recommending setting it to bottom left/right but it still didn’t work

tropic axle
#

does anyone know how i can convert a mesh to a terrain?

winter minnow
tropic axle
# winter minnow The only way is to convert the mesh to a raw height map first, then apply that t...

i couldnt find any tutorials on how to do that, but i found this: https://www.lmhpoly.com/tutorials/convert-mesh-to-unity-terrain
on the third step it tells me to "select Terrain > Object To Terrain at the top toolbar" which i literally do not have even though i followed every other step beforehand. could you help me on that?

Easily convert (.obj or .fbx) mesh to Unity terrain by using a simple script.

winter minnow
tropic axle
#

i put it in the editor folder

#

is there a specific unity version i need to be using?

winter minnow
crystal oracle
#

Hi, does anyone know how to fix this issue, my light doesnt affect objects in my scene, only enviroment around it(terrain)

winter minnow
crystal oracle
#

okay, what sshould I do with material

#

im using Unlit/Texture to get this old look but then it doesnt recognize light

naive gust
#

I made grass in blender and when I try to paint it in unity its sideways. Anyone know why this would be?

final snow
magic meadow
#

any idea how i can make the mountains look better?

winter minnow
winter minnow
# magic meadow dragons? XDDDD

Sounds a bit silly, but it's actually true that you don't have to put a lot of care and detail into something that you can trick the players/viewers to glance over

little raft
#

I have a problem with painting details tab when trying to add a "detail" to paint.

"In the Inspector, click the Edit Details button" -Unity Documentation.

I don't see this button anywhere.
I'm using 2022.3.6f1 version of unity.

magic meadow
#

ah i have the same editor

#

idk why it looks different

sly pivot
#

So, V Rising split their world into chunks using scenes. Is there a workflow to do the same? Like, how do you make a mountain seamlessly blend into chunk 2 from chunk 1. Can I create the entire world in one scene and split it up after?

little raft
rose sentinel
#

I have maps, but does anyone have any advice on how to make a map-based game?

winter minnow
grizzled lake
#

Did Unity 2023 fcked up something with vertex Coloros/Polybrush?
My whole terrain and some shaders using vertex colors are broken after upgrading 😄

winter minnow
grizzled lake
#

Maybe by exporting the PolybrushMesh to Blender and create a new FBX out of it.

winter minnow
grizzled lake
#

i guess i have to go back to unity 2021 via version control and save the old mesh somehow to fix that.

winter minnow
grizzled lake
winter minnow
grizzled lake
#

Good to know for the future.
But i guess only for major updates like 2022 > 2023?

#

@winter minnow

winter minnow
grizzled lake
#

Thanks!

grizzled lake
vivid kettle
#

Hopefully this makes sense, but is there a way to remove the ridge when using the Stamp feature of the terrain? Settings wise I have it set to Set and Blend = 0.

The first picture shows that the stamp is larger/higher than the cliff, but when trying to stamp into the cliff, it includes the ridge and raises it all up, instead of just applying the height over the top where applicable.

I know it's something Gaia can do, but if possible I'd like to use built in (this is with Terrain Toolbox too)

tribal prairie
#

if anyone wants to continue helping where he stopped it would be appreciated i have no idea how to do what he said 💀 idk where or what thats supposed to mean

exotic wing
#

Just duplicate the terrain file, and use it on another terrain. Aso why would you want to make it a prefab

#

Its unnecessary

tribal prairie
fair cipher
#

Im new to game dev, Is there a better way to do this? 😭

winter minnow
fair cipher
winter minnow
#

That way you can modify the base prefab later to apply changes to all of them

winter minnow
# fair cipher Ah thanks ill try it out.

You can also have prefabs consisting of prefabs, such as a group of islands you want to reuse
None of it cuts down the number of gameobjects, but makes them more organized and a bit easier to build levels with

#

There's also the option of "gameobject tiles" but those are only for if you specifically want/need to work with the tilemap painting tools

exotic wing
#

Guys how do i do triplanar mapping on the default unity terrain system??

#

There is no option for it in terrain settings or the terrain textures i use

#

Is there a way tosomehow do it with shadergraph? On built in terrain?

winter minnow
exotic wing
#

Like splatmaps and the terrain holes?

winter minnow
#

Those aren't the problem, but rather how many texture samples it requires to support so many layers

exotic wing
#

So cant we make a texture 2d array?

winter minnow
#

The Terrain is rendered in multiple passes past a certain number of texture layers, which you can't do with custom shaders

#

Triplanar mapping requires even more texture samples, three per texture afaik

exotic wing
#

Sooo how is it done?

#

Sorry i can not be bothered to create rock and cliff models

winter minnow
#

That'd be much easier

#

You'd first have to track down instructions how to recreate Terrain shader in SG normally, then figure out how to modify it as needed

exotic wing
#

Well nevermind then

#

Off to blender and substance i go

winter minnow
#

I tried doing it at some point but gave up

sly pivot
#

Where is the terrain tint option depending on height option? I can't find it, for some reason my terrain gets this color:

winter minnow
shell jolt
#

is there any good changes in recent versions for Unity's terrain package?

copper bear
#

Is better to place grass as individual gameobjects or to make them part of the Terrain foliage? Which one is more performant?

quartz spade
#

hello, im trying to learn unity and i need a meshed terrain like this because unity's models are so clear that i cant distinguish the objects

exotic wing
quartz spade
#

thanks

iron dew
#

is there a way to paint with a material and not a texture? or a way to convert a material to a 2d texture

ancient bloom
#

Does anyone know why it could be that the road mesh can be seen through the terrain's trees?

#

Another problem I have is that the terrain in the minimap appears above the road, while in the player camera it doesn't

lyric vortex
#

how to i stop it looknig smooth I use TERRAIN
sorry for my bed english I use google translate

#

@ancient bloom

lyric vortex
#

@iron dew

iron dew
delicate needle
delicate needle
#

i have my doubts.. can you show a screenshot of the brush settings?
the terrain layers shouldn't be fading into each other if both of the points i made are being respected, if it still does then it's weird.
i never had this happening when using a max opacity and a solid brush 😵‍💫

#

ok, i just tested it by myself, it does fade between the layers even with solid brush and max opacity, seems like i just didn't notice it

lyric vortex
#

Ok 🆗

delicate needle
#

apparently, after doing some research on google

#

you need a custom terrain shader for that, but idk how accurate that is

#

another thing you could do is to increase your "Control Texture Resolution" under Terrain Settings -> Terrain Resolution, but that might impact performance and it's not a perfect solution. at a resolution of 4096 the blur isn't really noticable

#

Control Texture Resolution - 1024x1024 vs 4096x4096

delicate needle
#

https://www.youtube.com/watch?v=F_jP3_FKOEE&t=7s
this might be helpful as well, even if you're not going for a Toon look, the part about having sharp edges could be relevant.
and apparently, if we can believe Google, if you use URP there should be a "Height-Based Blending" option available, which you could simply disable, but i don't know if this is true 😄

Got a bunch of requests on how I did terrain, so here it is!
Source code: https://gist.github.com/Glynn-Taylor/b232965ed972702df133137b3295e7f2
Freya Holmes shader lessons: https://www.twitch.tv/videos/860796006 (if this has expired check acegikmo on youtube)

▶ Play video
thorny rain
#

I could bake my texture quality in blender higher, but its not very efficient, or practical

foggy jacinth
#

Is Pen Pressure supported on Terrain at Editor level, when designing?

foggy jacinth
copper stratus
#

the whole terrain looks same and it looks like 2014 roblox textures

#

how can I fix it, that the texture looks realistic

winter minnow
#

If you need a lot of big plain lawn where it will be visible, you would need a texture that has had all those repetitions carefully hidden, or even look into shaders that rearrange the UVs to break up any pattern

thorny mason
#

Not sure which thread to ask this in: Has anyone used ArcGIS with Unity before to create 3D Maps? I've gone through the "getting started" part and successfully completed the tutorial which was about creating a Map and applying a 3D layer on top of it that had buildings. Although the buildings do not have textures. I'm trying to do a similar thing but with textures.

winter minnow
thorny mason
#

Gotcha, that's good to know. Thanks!

winter minnow
thorny mason
#

Yeah, I know some 3D modelers and technical art people that know how to do that, although ArcGIS wats me to upload the 3D models on it's site, then I import them using the Map Creator based on the latitude and longitude. Kinda fussy.

dapper gorge
#

i find it very hard to find resources on toonified terrain, u usually have to rely on playing/seeing what other games are doing

delicate needle
#

that looks cool! i have nooooo skill with shaders

dapper gorge
#

theres no shader. Im a huge fan of the gradient technique, its all texture

#

tho im finding it pretty hard to test and experiment with terrain

#

this is all blender btw

delicate needle
#

pretty cool, it has it's own stylized look

wheat hemlock
#

Any way someone can help me figure out this thing with terrains?

#

Here is my situation..

#

I want change the terrain size... how exactly can I go about this by changing all of the tiles as one large size? or does it have to be each individual tile?

rose sentinel
#

Hey!

#

Does anyone know why all my terrain drawing is so bumpy?

#

Even on low opacity it makes it super bumpy

#

Using the smooth tool on full opacity doesn't change anything

#

Forget that

#

Does anyone know how to make a circular terrain?

#

Similar to skylander islands

delicate needle
# rose sentinel Does anyone know how to make a circular terrain?

you could use the Terrain Holes feature to give your Terrain a circular shape.
but, not sure about that, but Skylander probably doesn't use a Terrain System for the Environment, it looks more like different Island Meshes, stuff like that could be done within Blender or with a Procedural approach.

rose sentinel
#

I am quite bad at blender, I cannot even texture paint

#

This is my attempt at texture painting this stupid island

#

I was struggling for a solid hour with @copper bear

#

And neither of us could get it to work.

delicate needle
#

not sure if Polybrush is still a thing

rose sentinel
#

it doesn't work.

delicate needle
#

but if yes, you should be able to use it to paint the Mesh inside the Editor

rose sentinel
#

but i'm struggling to add terrain detail to that as well 🥲

#

are you proficient at blender?

delicate needle
#

no, not really proficient, i'm only able to do the basics 😄

rose sentinel
#

ah

#

do you know how to make floating islands 🥲

#

i'm looking for a 3d moddeler

#

Cause we've got all the 2d art but none of the 3d terrain :C

lyric vortex
# rose sentinel ah

Oh, I’m-a sorry, but I’m only-a good at jumping and-a collecting stars. Maybe Toad could-a help you...

brittle comet
#

Hi

velvet cosmos
#

Is there no way to control layer opacity directly in Unity for terrains?

rose sentinel
#

Hey!

#

Does anyone know how to make a circle on terrain?

#

I'm trying to get my shooter enemy to draw a red circle on the terrain where he is going to shoot

#

But the tutorials online don't use URP which can't use surface shaders

winter minnow
glass galleon
#

is there a way to increase optimisation on large amounts of grass?

winter minnow
#

Terrain trees and foliage by default are already instanced, I believe
There's not particularly much you can do to make them run faster, besides utilizing less detailed meshes, LODs and billboards

glass galleon
#

i decreased the detail range and increased the fog

#

seemed to work

#

thanks for the advice though

winter minnow
#

Rendering less of something is always an option to make it render cheaper

vast cloud
#

Anyone here have intermediate+ skills with unity auto-tiling (rule tile)?

winter minnow
vast cloud
shut rune
#

I am trying to create I 2d pixel art style in 3d, I have a toon shader with 2d pixelization but I can't apply it to a terrain without it covering the textures that are painted. How can I make it so I can't get that effect on the terrain but also paint on it. I understand the shader I have is not build for terrain but how can I make it so it is for terrain.

alpine mist
#

Hello! I'm quite new to Unity overall, I've been wanting to create a map as a mod for a game I've been playing :)
I've looked at a few tutorials and I've gotten a general feel of how I want the map to look. I've set up my own little sticky-notes of what area should include what and the general look and feel of the areas :)
Now, an issue I have is that I want to make cliff overhangs. The cliff begins at the base of the terrain, and goes up horizontally in a NW direction, making it so essentially if you're right at the beginning of the cliff at ground level, the cliff would be right above you. Here is a sub-optimal Paint drawing that I made to give some visual explanation XD

#

Now, I don't actually know how to do this and can't seem to figure it out by myself, hence why I'm asking here for help :0
I'm wondering if anyone of you talented people may know a solution to my problem :)

unreal ferry
#

my textures are looking funky and i was wondering if any body can help me this is them in unity

#

and this is the look im going for:

cobalt jasper
inland jetty
#

The terrain has a heightmap: a texture where each pixel defines how high the terrain is at that point

#

it's not like sculpting an arbitrary shape in Blender

alpine mist
#

Alright so, in that case

#

Is it possible to use like paint terrain on objects?

#

Like, could I make rocks and "ground" using like a cube? With the right dimensions

inland jetty
#

you could make a model of a cliff, sure

alpine mist
#

And then just add the textures I want on top of that? I know there are grass meshes that I have from the Asset Store that I could use to make it look more natural

inland jetty
#

you could then shape the terrain so that the cliff fits into the surrounding terrain

alpine mist
#

Ah, alright I'll try and do that :)

#

Thanks for the help!

#

Objects can be rotated right? :o

#

I might also use that method to make a path up the mountain

#

Making nice looking paths using the terrain tool is... complicated to say the least.

#

Especially if they aren't just flat paths

inland jetty
alpine mist
#

Alright nice! Thank you CatYes

winter minnow
#

Weirdly enough

inland jetty
#

True! I forgot about that

stable patrol
#

how do i fix the texture streching on my terrain?

rose valve
#

I created a terrain that I like and want one that is very similar but with slight changes to it. I have duplicated it and moved it to a different scene and made some changes but when I went back to my original terrain it also made the changes. I played around with the terrain data stuff but I can't seem to figure it out. Anyone know how to stop themfrom both being the same so I can have two seperate terrains where I make changes to one the other won't be affected?

exotic wing
# stable patrol how do i fix the texture streching on my terrain?

You cant, you would need to use triplanar shaders which, trying to get that working on the terrain system is a pain in the ass.
People usually cover up these cliffs, using models(rocks, vegetation, etc)

Alternatively you can use terrain creation assets on the asset store instead of the unity terrain system.

exotic wing
steep hinge
#

It used to be easily possible to just put a texture on your terrain, like if you had some kind of road map or something to follow as a template

#

now I can't seem to do that anymore

#

Im sure its still possible.... what did they change, how do I accomplish this

steep hinge
rose valve
molten bluff
#

hy

#

what the f wrong happening here? im painting texture on the terrain , but it's getting painted like pixel

#

any idea what's wrong here?(the painted part is procedurally generated using mapmagic)

#

huh , got it

#

had to increase the control texture resolution

delicate relic
#

total noob question guys, how do i cast shadows i though i enable it it seems not visible

delicate relic
#

i cant cast shadows

winter minnow
#

Additionally shadows are rendered only up to shadow distance defined in quality settings, so the camera can't be too far away either

#

More relevant question for #archived-lighting, no Terrain or world building tools are involved here

rigid junco
molten bluff
#

yeah

unreal ferry
#

nvm i got it

open vigil
#

Is there any way to use the terrain paint tool to draw a shader material on a terrain?

rose sentinel
#

Is there any way i could crop a terrain with the outline of a map i drew ?

#

Let's just say this is the map I drew (it's the UK)

#

How could use that outline and get my terrain to have this shape ?

open vigil
winter minnow
# open vigil What about painting objects that contain VFXgraphs?

Not to my knowledge
Terrain painting produces a splatmap texture
That splatmap texture is read by the Terrain shader to blend between texture samplers, and to determine where detail meshes are instanced
Nothing beyond that, unless you make your own system that reads the splatmap

#

Because function to use the splatmap for texturing is within the shader code itself, it can't be used to apply different shaders
And as the code reads the splatmap only the determine where to instance meshes on the GPU

#

Which means they have no gameobject representation

civic valley
#

How to increase the visibility of trees for terrain?

winter minnow
glad pendant
#

I feel like I'm running into a wall concerning the "paint trees" part of the terrain tool:
I thought I'd use a procedurally generated tree prefab to paint over my terrain to get random trees, but while I can change the seed in the prefab it always paints the same tree with the same seed with the terrain tool. Is this normal?

sleek jackal
#

hello, I need help I have a free tree asset named "Conifers [BOTD] (default asset) I saw it in a youtube video and the animations seemed quite smooth, but when I import them and put the trees into the terrain the animations seem very bad, and the trees seem to run at 2 fps, My computer aint the issue as it should be capable of running a couple trees no issue, so IDK what the problem is. Is it maybe a setting?

strong rapids
#

Hello, i'm currently develloping an procedural map. I made it and now, according to the height, i want to apply differents textures/shaders/materials to my mesh. My mesh is directly generate in the code and i wante to know how can i do that. Thank you !

gentle grail
#

Is there any way to apply a different material other than URP/Terrain/Lit to the material? I'm especially trying to make use of a shader made from the shader graph from the terrain to get cel lighting
Thanks

devout knoll
#

does anybody know how to fix this bug?

jaunty patrol
#

I made a script that make a grid of 3D tiles and generate random roadtiles. Do you know if their is any way to place the tiles logically , for exemple put road tiles to continue the road and avoid just having road tile place randomly. like what we can do with the tile systeme in 2D .

zinc valve
#

any fixes?

#

it even has lod group

honest cloak
#

my grass is standing wrong how do i fix this?

#

(i know they are huge blade of grass, i want them to stand up before i carry on tho)

honest cloak
#

still havent got it working

zinc valve
#

bruv does this channel even have helpersemoji_3

spiral garden
zinc valve
#

makes sense

winter minnow
snow kite
#

changing the pixel error value makes them disappear but when I move my camera they reapear again :/

desert rock
#

why does the terrain layer draw weirdly when i try to paint it, it only happens with the layers past the 4th one

#

im on URP btw

snow kite
desert rock
#

i read this in the docs

#

they "reccomend" to not go over 4 layers

#

but it seems to simply not let you go over 4

snow kite
#

got to love that recommendation 😂

mint sphinx
#

Guys does anyone know how I can save a procedurally generated terrain as an object or a scene?

#

I'm generating terrain but im not sure where that data goes or how to keep it to use later

rigid junco
#

Though it seems to be for the textures only (splatmaps+heightmaps)

#

The terrain's data is stored in a TerrainData asset

#

One should be created automatically when you create a terrain in the scene

molten bluff
#

is there any method or asset using which I can set a limit to "set height" of the terrain upto a mesh collider under it? like a plane under the terrain, and when lowering terrains height, the terrain wont be lowered beyond the plane

solar swan
plush hamlet
#

hi,
how do I duplicate a terrain with seperate materials ?
when i make changes to the new terrain, it also reflects to the old one :S

#

I tried to add a layer of snow on some and the older one was supposed to stay green as its. but as soon as I picked the snow layer on the new one the old one also turned into snow :S

fresh bronze
#

So when making an environment such as a forest, is it better to create it in blender or unity itself?

solar swan
proud python
#

It may seem incredibly simple, but how do I move a terrain, (if I can)

proud python
#

I’ve tried

wispy token
#

guys i have a question. when i have a map e.g 2k x 2k made with 512x512 terrain chunks and the heighmap resolution is set to 4k do i notice any performance impact when teh game is top down?

solar swan
#

mind that unity has no terrain streaming, so you are loading all that terrain, no matter what the camera can see or where it is located, which consumes a lot of memory, 512 MB just for the heightmaps and multiples of that for splatmaps and other helper textures.

plush hamlet
#

Does anyone know how to duplicate the terrain correctly ???
i have a terrain that I have duplicated it and duplicated its data with different name ofc but yet any changes I do to the new one effects the old one .... not sure how they're still connected

#

also Im getting this

solar swan
#

unity does not want you to duplicate terrains 😉

solar swan
plush hamlet
solar swan
#

do the other thing first obviously

plush hamlet
solar swan
#

then you're not doing it right

plush hamlet
solar swan
#

idk, this totally works, done it 100s of times

#

you can try making a new terrain instead of duplicating the terrain in scene view and copy the properties manually

#

to be sure

#

then delete the now unused data-asset of that new terrain

plush hamlet
#

like all the hills and mountains

solar swan
#

thats all stored in the data asset

#

you can also export the heightmap to a raw-image

plush hamlet
plush hamlet
wispy token
solar swan
#

Depending on your exact settings you'll have:

16 Heightmaps, each 4097 x 4097 px x 2 bytes per sample 
= 16 * 4097 * 4097 * 2 bytes
= 537133088 bytes
= 512.25 MB

4 texture layers, requiring 16 splatmaps, each 4097 x 4097 px x 4 bytes per texel 
= 16 * 4097 * 4097 * 4 bytes 
= 1074266176 bytes 
= 1024.5 MB

More layers, more memory.

#

for a 512x512 meter chunk of terrain you'd need no more than a 1k height/splatmap, that would give you 0.5 m resolution and would be what you'd typically see in a AAA game. Some go to 2k for 0.25 m resolution, but that is extreme any only done if you have great streaming. 0.125 m resolution, like in your settings is overkill. You could probably get away with 1m resolution depending on the visual style and overall art pipeline capability in your project.

wispy token
#

the point why i ask for 4k heighmap resolution is. i use heighmap like y 0 where player walk and y2 for mountains as border. with lower heighmap resolution it looks bad

solar swan
#

you're conflating size with resolution here, streaming (via sectr or something homebrew) is by no means overkill. Depending on what you put on the map and your target hardware you might need it for even smaller maps.

wispy token
#

that i wanted to increase the heighmap resolution. but 4k is maybe to much. 2k would be enough

solar swan
#

if you want to make a small game that doesn't need to deal with memory, make 1 terrain, 2k size, 2K resolution

#

if you must, make 1 terrain with 4k resolution, thats it, beyond that you'll get painful authoring experience in unity

wispy token
#

so maybe better to have only one terrain 2k x 2k

#

and increase resolution to 2k also

#

i try that

solar swan
#

and FYI occlusion culling on a large map is way too expensive, you'd be better off with sectr & co. + manual triggers here too

wispy token
#

i just want to stream chunk obkects but not the terrain

#

it leads to issue in my game since its networked

#

player falling through ground ec

solar swan
#

well, world streaming in unity doesn't work properly, no matter what you do you'll get frame-drops during object instantiation, and you need to do a lot of manual work to avoid, mask it or spread it out.

solar swan
wispy token
#

on init load

#

but anyway i tried sectr streaming 2k x 2k map with 256 chunks and it was overkill. and lead to bad fps. even developer of sectr told me its bad using sectr for only 2k x 2k map

solar swan
#

yes

#

256 chunks is overkill, not the 2k map

#

thats 128 meters per chunk

#

also you don't do streaming for FPS, you do it to fit your game into memory and maybe for very coarse occlusion culling

wispy token
#

yea i have no experience in terrain. my idea was to use sectr to load undload chunks when needed. since i have alot of objects in my 2kx2k map

#

i just notice i cant use a sinlge terrain of 2k x 2k. because i want to have diffrent biomes and 4 textures to paint is to less

#

so i need to split it to 512x512 chunks

heavy birch
#

anyone know why these lines are here when i am adding fog

solar swan
wispy token
#

I use interra asset

#

When i usr more than 4 textures i cant use all the features

brittle wave
#

hii

#

can someone please help me make a terrain in the shape of elysium(Movie) world

#

i have used the mesh method but it cant build roads or spawn trees like in terrain.

rose sentinel
#

hey all I made a Rigidbody controller and when i mess around with terrain the player can just slide up it is there a simple fix for this?

verbal lichen
#

If i were to make a large map for a driving game with mountainous roads cities/towns, tunnels etc

What would be the best way to go about it?

#

One of my ideas was to use something like Gaea to create a large landscape, Then draw a map onto the landscape where roads, cities etc will be

#

Like nature

#

But then it becomes alot more random and different from what i would imagine in my head i assume

digital plaza
digital plaza
verbal lichen
#

the biggest problem for me is sort of drawing out an actual 2D map of where roads, towns etc should be

#

i feel like once you know exactly what the layout of the map is gonna look like in a flat 2D top down image its much easier to turn it into a 3D world

rose sentinel
#

ughhhh wish i didn't already do so much movement based things

digital plaza
honest cloak
#

i have a problem with painting grass on my terrain which causes it to paint amount of grass over my door object causing masive fps loss and a tone of invisible grass on my door and dont know how to fix it, hiding the door while paining doesnt fix it either

digital plaza
# verbal lichen the biggest problem for me is sort of drawing out an actual 2D map of where road...

Yeah, Gaia seems super different from Gaea, I've only used the former. It's not necessarily more optimized for Unity, it still comes down to the way you use it, what kinds of assets you give it, etc. You could check out GeNa from Procedural Worlds for an easy way to create road and river systems. I like to change my scene view to orthographic top-down perspective, then quickly lay out my road system like I'm drawing on a 2D map.

digital plaza
verbal lichen
#

my plan is to go into blender and reduce the poly count where its not needed and keep it mid-high poly on the roads where the player will be

verbal lichen
digital plaza
verbal lichen
digital plaza
# verbal lichen i agree, Tbh Gaia by Procedural Worlds seems to give off that Unity Smooth Terra...

Yeah, I hate that look lol. That's pretty much a result of your heightmap resolution. No matter if you're using a tool, or sculpting yourself, if you're using a low hm res, it'll look smooth. But if you up it to 2048 or higher, then use a detailed RAW heightmap file, you'll get that roughness you're after. Unfortunately, then you have more verts to render, so it's a performance tradeoff, if that's a concern.

digital plaza
verbal lichen
verbal lichen
#

honestly might just say f it and start drawing stuff around till it starts to connect

verbal lichen
digital plaza
#

awesome

#

honestly, yeah just go for it. unless you're trying to make a hyper realistic sim or something, don't worry about all that stuff. just go with what's interesting and fun

#

i understand the impulse to do that kind of research lol but something i think it hinders the creative process

verbal lichen
#

The funny thing is that there's a bunch of "Fantasy Map" creation sites but no one bothered to make one for real life maps lol

#

This one for example

dusk viper
#

Anyone knows how can I fix this line that appears when light moves? Y is the same

wooden vault
#

do painted trees' shaders still work? for example a displacement shader

winter minnow
icy drift
#

I need help with my Unity Trees, please!

I'm using Unity URP 2022.3.10f1, and my Unity Trees won't blow with any wind whatsoever! I don't know what to do

desert rock
icy drift
digital plaza
#

anyone know what unity version first included a terrain system? was it Unity 5? or even earlier?

undone lark
#

According to docs, 5.2

unborn reef
#

anyone know how to fix this? (tree in the middle was manually place, while the others using unity terrain system)

elfin flicker
digital plaza
# undone lark According to docs, 5.2

thank you! out of curiosity, would you mind sharing where in the docs you found that info? I wasn't able to find it, but I clearly didn't look hard enough

undone lark
elfin flicker
digital plaza
hybrid cedar
#

Hi! Is it normal for my terrain brush to be so clunky and unprecise? It's extremely hard to do any details with it

molten bluff
#

what is the keyboard shortcut of controlling the tree density and brush size of tree painting in unity terrain?

#

is there any?

rigid junco
elfin flicker
digital plaza
#

Note that the higher that value, the more vertices will potentially be sent to your GPU, if performance is a concern for you

hybrid cedar
solar hemlock
#

I'm building multiple meshes from scratch, but I am over 64k vertices. What's the proper way to split this mesh to render all possible vertices?

flat bane
#

i cant use paint texture on terrain but the others things work fine

rose sentinel
#

why my scene is like this ?

winter minnow
rose sentinel
winter minnow
# rose sentinel how can i fix that

Find shaders that are compatible with your project's render pipeline, or change your project's render pipeline so that they're compatible with the shaders
If those are Unity's default shaders, you may be able to convert them to your render pipeline using the render pipeline material converter

winter minnow
#

@rose sentinel When starting a project you should have knowledge of what render pipeline you choose, which is the rendering backend of the project
And you should consider that choice when importing assets, as they can be made for different render pipelines

rose sentinel
winter minnow
rose sentinel
rose sentinel
winter minnow
rose sentinel
elfin flicker
winter minnow
lucid cove
silent flame
#

hey guys, does anyone know how i would be able to have these trees in my terrain affect the navmesh?

#

i'm not sure what i'm missing here, i've tried adding a box collider to the trees and resizing but nothing happens

winter minnow
elfin flicker
winter minnow
elfin flicker
hasty tapir
#

hey, I got 2 problems, the first one is trees will not render in editor if they are far away, second problem is that tree density is super high when I try to place them, even at 10 trees

#

please ping me if you reply

winter minnow
#

For the density issue you've probably checked the placement density, but you can also check that the tree meshes aren't much bigger than the Terrain would expect

silent flame
#

ive seen lots of scripts regarding this but wasn't sure if i could actually use it

winter minnow