#⛰️┃terrain-3d

1 messages · Page 19 of 1

simple bloom
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found the answer - I needed to select raise/lower terrain in the drop-down -_-

rose sentinel
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@warm radish - just curious if you were able to reproduce the problem. I'm trying to hold off on splitting my 20 x 20 KM terrain until this is fixed so I can get my more accurate details.

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One detail i forgot to leave out though is I'm on HDRP.

warm radish
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@rose sentinel i have not been able to reproduce this so far using the "easier way" repro steps or the more involved repro steps. which brush texture are you using and what's the opacity value?

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this is with 2021.1.0f1, TerrainTools 3.0.2-preview-3, and HDRP 11.0.0

rose sentinel
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@warm radish Alright I went and retraced my steps back, i've determined (at least this time), that I made Terrain Tools increase the heightmap resolution and it causes the problem. Perhaps that was the issue? 256 x 256 is simply not enough resolution for 1,250 terrain sizes (I do a 20 x 20 terrain) and split it into 16 chunks to be as close to 1,000 tile sizes.

The result is 256 x 256 heightmap resolution tiles, I raise the height and it's fine. However the moment I increase the heightmap resolution for all terrains in Terrain Tools I notice the heightmaps get noisy and when I paint - the issue happens.

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Ill record a short video of this.

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Ill DM you a video of it

edgy niche
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I'm a begginer . I just painted a road. but how do I add collider on the 2 sides of the irregular road to make the character not to walk out of it

edgy niche
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Such as genshin. players who are close to line of unlocked map will be detected.

zenith hull
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Where does Unity stores it's terrain layer data?

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I upgraded my project to URP and now all my textures are the exact same... The materials work and the layers are there, it's just that now everything is sand instead of having snow, grass, rock, etc

strong tapir
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Hi can anyone tell me how do i change the WavingGrass shader to my Custom shader on URP?

rose sentinel
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how to i add textures to my terrain?

sour totem
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the results from googling "unity terrain textures"

sonic jolt
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(Planet))]
public class PlanetEditor : Editor
{
    Planet planet;
    Editor shapeEditor;
    Editor colourEditor;
    
    public override void OnInspectorGUI()
    {
        using (var check = new EditorGUI.ChangeCheckScope())
        {
            base.OnInspectorGUI();
            if (check.changed)
            {
                planet.GeneratePlanet();
            }
        
        if (GUILayout.Button("Generate Planet"))
        {
            planet.GeneratePlanet();
        }
        
        DrawSettingsEditor(planet.ShapeSettings, planet.OnShapeSettingsUpdated, ref planet.shapeSettingsFoldout, ref shapeEditor);
        DrawSettingsEditor(planet.colourSettings, planet.OnColourSettingsUpdated, ref planet.colourSettingsFoldout, ref colourEditor);
    }
    
    void DrawSettingsEditor(Object settings, System.Action onSettingsUpdated, ref bool foldout, ref Editor editor)
    {
        if (settings != null) 
        {
        foldout = EditorGUILayout.InspectorTitlebar(foldout, settings);
        using (var check = new EditorGUI.ChangeCheckScope())
            {
                if (foldout)
                {
                CreateCachedEditor(settings, null, ref editor);
                editor.OnInspectorGUI();
                    if (check.changed)
                    {
                        if (onSettingsUpdated != null)
                        {
                            onSettingsUpdated();
                        }
                    }
                }
            }
        }
    }
    
      private void OnEnable()
      {
        planet = (Planet)target;
      }
   }
}

im getting the error private is not a valid for this item
at line 55,3

sonic jolt
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Assets\Editor\PlanetEditor.cs(55,3): error CS0106: The modifier 'private' is not valid for this item

coarse solar
#

Hard to tell in the paste, but I think you might have imbalanced braces

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Like, there's three }'s following OnEnable() where as far as I can see there should only be 2

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Which probably means OnEnable is declared at the wrong level, therefore private is invalid.

coarse solar
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I'm on a phone so it's tough to eyeball it, but your editor should help with matching them up

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I thiiink I see it, your first "using" clause is missing its closing brace

sonic jolt
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(Planet))]
public class PlanetEditor : Editor
{
    Planet planet;
    Editor shapeEditor;
    Editor colourEditor;
    
    public override void OnInspectorGUI()
    {
        using (var check = new EditorGUI.ChangeCheckScope())
        {
            base.OnInspectorGUI();
            if (check.changed)
            {
                planet.GeneratePlanet();
            }
        
        if (GUILayout.Button("Generate Planet"))
        {
            planet.GeneratePlanet();
        }
        
        DrawSettingsEditor(planet.ShapeSettings, planet.OnShapeSettingsUpdated, ref planet.shapeSettingsFoldout, ref shapeEditor);
        DrawSettingsEditor(planet.colourSettings, planet.OnColourSettingsUpdated, ref planet.colourSettingsFoldout, ref colourEditor);
    }
    
    void DrawSettingsEditor(Object settings, System.Action onSettingsUpdated, ref bool foldout, ref Editor editor)
        {
            if (settings != null) 
            {
            foldout = EditorGUILayout.InspectorTitlebar(foldout, settings);
            using (var check = new EditorGUI.ChangeCheckScope())
                {
                    if (foldout)
                    {
                    CreateCachedEditor(settings, null, ref editor);
                    editor.OnInspectorGUI();
                        if (check.changed)
                        {
                            if (onSettingsUpdated != null)
                            {
                                onSettingsUpdated();
                            }
                        
                        }
                    }
                }
            }
        }
    }
    private void OnEnable()
    {
        planet = (Planet)target;
    }
}

i move a them around and fixed that error

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you made me relise i had a void fuction in a void function

coarse solar
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Right

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Still looks like there's a problem with that first "using" clause, but maybe I'm just not seeing it right on the small screen 🙂

sonic jolt
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where?

coarse solar
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The "using (var check = new EditorGUI.ChangeCheckScope())
{"

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I can't see where the closing } is for that

sonic jolt
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     using (var check = new EditorGUI.ChangeCheckScope())
        {
            base.OnInspectorGUI();
            if (check.changed)
            {
                planet.GeneratePlanet();
            }
        }
coarse solar
#

Yeah, that looks right

sonic jolt
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I now have an object reference error

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which is still from the same script

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NullReferenceException: Object reference not set to an instance of an object
PlanetEditor.OnInspectorGUI () (at Assets/Editor/PlanetEditor.cs:28)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass58_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <b5e754b172ef4f1b82e78043441796df>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
coarse solar
outer wharf
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Hello, does anyone know how to put a texture (Grass, Dirt etc..)on a chunk terrain in unity 3D

zenith hull
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Terrain inspector, brush icon, down the dropdown where it says (raise/lower terrain) click on it and set it to "Paint Texture". Create a Layer, choose your texture and paint it.

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It's better that you Youtube it though, because seeing it in action is much better.

rose sentinel
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Can you make caves with terian

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terrain

zenith hull
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No you need a plugin for that

rose sentinel
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Thats dumb

drifting cove
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Hey! Does anyone know a script or way to mass place details like grass onto my very big terrain? I also have a big mountain where I dont want grass to spawn on rocks, so if mass placing grass is possible is there a way to only do it on certain textures?

wind sparrow
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Where are the brushes?

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Oh...I was in Debug mode

warm radish
warm radish
# rose sentinel Can you make caves with terian

we only support hiding portions of the terrain via the Paint Holes Tool for creating things like the openings to your caves. you'll need to find a separate tool or mesh authoring software to make the actual geometry for the cave

jagged rover
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Is there any way to merge/combine terrain layers?

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I want to combine two existing texture paint layers

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All I can seem to do is replace existing ones and deleting them

pulsar bridge
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Is there a substantial enough performance increase to justify having an 8x8 grid of 256m tiles (or even 4x4 of 512 tiles over a single 2048 (large map)? At what point do the terrain tiles become too small that their performance increase is negligible?

warm radish
jagged rover
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@warm radish i would like to merge two layers into one so that i can reduce the total amount of layers. Similar to e.g. photoshop merge layer

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I have 9 layers currently and need to get down to 8 for performance reasons. Unity batches draw calls in multiples of 4 apparently so 9 is a bad number

warm radish
# jagged rover <@!157401942656548865> i would like to merge two layers into one so that i can r...

ok, thanks. if it's merging the different textures in the Terrain Layer (diffuse map, normal map, mask map, etc), you'll have to combine them in photoshop. the Terrain Layers are more like Terrain Materials. if you want to merge the painted splatmaps for the parts where those Terrain Layers are showing up on your Terrain, there's currently no way to do that between multiple TerrainLayers since each channel of each splatmap maps to a separate TerrainLayer. that data is used at runtime and is not "baked out" in a way that would permit merging multiple Terrain Layers/splatmap channels into one

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im assuming you've already painted on the Terrain and that's why you are wanting to perform this merge operation on two of them?

south condor
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Does anyone have any experience with this bug using the terrain trees (not speed tree) using a prefab?

formal flame
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Is it possible to turn off camera clipping or perhaps change the camera clipping to infinite? I have 16 tiles I am working on for a total of 100 sqkm real world size, which means each tile is 6250x6250. I need to be able to see all of the tiles so I can align them properly and also texture properly.

The camera clipping is holding me back from accomplishing this.

warm radish
warm radish
# south condor

yikes lol. i take it the issue is the giant tree billboard when zoomed out away from your terrain. is that correct?

south condor
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yeah it is

warm radish
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are you able to share that project at all? or have steps we can take to reproduce the issue?

south condor
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Ive actually decided to use LOD Groups instead

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tree painter was too much of a headache

strong tapir
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it is possible to change the terrain grass shader with urp?

past bobcat
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How i can make a 2d cube destructibile terrain?

simple bloom
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can you change the angle of the tree along the Y axis with the tree painter? And can you paint with more than one model of tree at a time? I want slight variations on trees, which is easy to do in Blender

granite violet
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Helloo, does anyone know whether i can expose the color tint of a diffuse texture in the terrain layer in a custom shader?

wide sundial
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Anyone know why my URP terrain shader is always so smooth, no matter what settings I apply?

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Some terrain layers randomly decide to have a smoothness slider, the changing of which changes nothing

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And some other terrain layers, randomly decide to let the diffuse alpha channel control the smoothness. Awesome!

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It's so cool of Unity to include exciting randomisation in the shader. I think they should expand on this and make it so that users cannot manipulate any values at all for terrain layers.
Instead they are all always 100% random. Why not go all the way.

silk scroll
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Hey guy,

I am making my own map for a vr game called blade and sorcery. That being said, everything is done and when I get ingame and load the map everything is there, except the terrain is invisible. Ive been on this issue for days and can't figure it out, anyone have any ideas?

Note; I can walk on the terrain. It is as if it is there, just invisible.
Unity version 2019.4.21f1

elder sedge
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Hey Im new but i got a handle on this. Still i have a problem i cant find an answer too. How to change the brush from read only been trying like 2 days now please please help.

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It regarding Terian tools in preview

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I build a VR world with new imput mode for OpenVR and quest i have a basic terrain down and i can click on the brushes but not use them. i read the manual it doesnt explian anywhere.

vivid kettle
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Is there a way to fix this shadow issue caused by terrains other than just turning off terrain shadows completely? Every other shadowcasting mode causes it, and I'd like the cliff edges to cast shadows if possible

warm radish
warm radish
warm radish
vivid kettle
warm radish
# wide sundial And some other terrain layers, randomly decide to let the diffuse alpha channel ...

heya. the alpha channel of the diffuse map is used when no mask map is applied to the terrain layer. when a mask map is used, diffuse alpha is reserved for "density" values and only used when you have "Opacity as Density Blend" enabled on the Terrain Layer. smoothness then becomes the mask map alpha when a mask map is used for that terrain layer.

can you check if some of your terrain layers have/don't have mask maps on them? maybe that's where the unexpected smoothness is coming from. having a mask map also brings up the additional smoothness, metallic, and height sliders iirc

warm radish
vivid kettle
warm radish
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hmm. ok. then im not sure. are you able to submit a bug report and upload the scene/project? i can take a look at it this week

vivid kettle
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No worries, I can try to strip it down and file one. Thanks!

warm radish
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thanks. i'd appreciate that!

vivid kettle
# warm radish thanks. i'd appreciate that!

As I was setting up the demo I realized it's largely a side effect of the shadow distance + height of the cliff. Don't think it's a bug anymore but rather me totally glossing over that. However, there is this cut into the shadow that does appear in my current project but not the repo one

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Noticeably, this only occurs when the cascade count is 2 or 4, 1 and 3 it does not. So at the moment I guess I will also count this one as maybe user error with regards to shadow settings?

warm radish
vivid kettle
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Sounds good, I'll play with it some more and the demo one and see if I can get it to replicate again and if so I'll send it off

surreal niche
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add a new material, change the color or add a spirt to the texture

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and add it to the mountian

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@pallid flame thats all i know what to do as im new to.

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sorry those two things is all i know what to do with something like that

elder sedge
silk scroll
timber tulip
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Anyone know how to get rid of the color change? I can't figure out what's causing that. I'm not seeing a lighting setting anywhere for painting grass, not even sure if that's what it is either.

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The grass changes color just from spinning around even, what a headache 😦

timber tulip
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Even with no wind on, just walking from a distance towards the grass is a visible color difference.

timber tulip
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It can again be seen here (only look at the grass in the back, the side grass is separate shader I made) the grass that is directly ahead where I'm walking towards, not by the house.

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It almost looks like it's a rendering/culling thing, but it even happens when I'm directly in front of the grass.

coarse solar
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Any possibility it's an illusion caused by the repeating billboard pattern? Along the lines of a moire pattern, that sorta thing?

scarlet elm
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technically speaking this is my second attempt at making terrain

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in unity

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i have tree and detail distance really low for more fps its not actually empty over there lol

gloomy shore
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hey everyone i'm a beginer in terrain creation, i started yesterday 🙂 and i'm facing my first issue my terrain collider don't seem to work my player keep falling and falling

paper grove
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i want to use an picture as my camera background, but i don't seem to find GameObject -> Create Other -> GUI Texture, actualy there is no create other in my unity, im using ver : 2020.2.7f1, what should i do?

hazy adder
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hi how do you use probuilder in 2d its kinda weird how it works

neon hazel
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So, I am making my first game. I am randomly generating a 10,000 tile map of ground tiles that are all considered "ore" of some kind. it's a flat map initially. Is it standard to do a height map first, then generate things on it based on height restrictions? Is it weird to generate where each ore is first, then generate a height map based on that initial set of conditions? Will there be problems doing it like this?

compact canopy
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Could anyone help me make like a grass terrain

winter carbon
timber tulip
winter carbon
wanton hound
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hello guys i have spent quite some time looking for a solution but couldnt find it.
I m working with polybrush and i m trying to paint/blend textures (same as on a normal terrain) i have found videos showing that its possible but they are not using URP.
I tried the standard shader(which allways me to do what i need) but cant convert it to URP
Please help me figure this out

The texture is just the size of the hole terain

rose sentinel
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Hey, I just got some materials fom the asset store how do I set a material as a texture

rancid badger
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sooo, I see there's a mention of an URP shader there - come to think of it, have you tried using UniversalRenderPipeline -> Terrain -> Lit

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comes with urp 🙂

wanton hound
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@rancid badger thank you.
I have found a "fix"(more of the right way to do it, import the polybrush shaders)
But now my textures are bigger than the mesh of the terain and i cant paint texture the way i expect it

rancid badger
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to get the scale of the texture more appropriate

timber tulip
winter carbon
rose sentinel
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Hey, I just got some materials fom the asset store how do I set a material as a texture

rose sentinel
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hey

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idk whats going on but everytime im paiting with my brush it keeps getting smaller and bigger everything i click

rose sentinel
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im having an issue my plant also

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i imported it from maya and i got this

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instead of this

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also added some materials

onyx raptor
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@rose sentinel probably didn't check the proper boxes in the texture to use alpha

rose sentinel
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in maya

onyx raptor
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in Unity

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you might have to tick the box "Alpha is Transparency"

rose sentinel
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thing is it came out like this from the start

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my fbx came with a material already since i created it in maya

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but it wont let me edit it

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heres my export settings in maya

rose sentinel
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Anyone there?

paper blade
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what a size tilemap must have?

winter carbon
rose sentinel
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guys my tilemap isnt working for mt game screen anymore even though it worked earlier got any idea on how to help?

charred karma
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Hey not sure where exactly this belongs. I'm using the GameObject tilemap brush to create levels for my game (an isometric rpg type, best example I can give is a little like minecraft dungeons), im wondering if theres either a way to optimise this (its still rendering the inside faces so eventually its gonna cause lag) or any better way of creating levels

uncut orbit
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Is there a way to apply a terrain layer based on a mask instead of manually painting it? I have a heightmap and several layer masks that are grayscale masks of where to apply a specific layer. I've got the layers set up in the terrain inspector, but how would I go about applying the mask to them? The "Mask Map" property is apparently just for things like metallic, specular, etc. maps encoded into a single image, and has nothing to do with these sorts of masks

barren oak
karmic moss
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how do we import terrain from one project to another?

humble egret
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Hello Guys can u give any tips for creating terrain in Mobile because unity terrain drop my fps 60 to 34 but mesh terrain I got 60fps even though I got 60fps I couldn't active high quality texture in mesh terrain but unity terrain gives high quality texture but it drop fps to 34 so I asking tips for creating terrain in Mobile as well as my fps shouldn't drop😀

fallow jacinth
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Hi ! Does anyone know how to export several terrains from unity to substance painter ? I can only export one atm, the obj export plugin doesn't want to take more (I have 6 terrains)

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It only exports this one

rose sentinel
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i feel like the scalling is off?

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@barren oak

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🤷‍♂️

uncut orbit
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There has to be a way to do layer maps. Why would they even have layers if you couldn't?!? I've tried looking for masks, splat maps, maps, layer maps, and all searches came up with nothing. Is this seriously not something that Unity ever considered might be useful to have?

rose sentinel
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apparently the terrain system is outdated? @uncut orbit

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am i tripping?

soft temple
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Is there a way to raise terrain up to a set height without lowering other terrain?

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If you use Set Height it will set everything to that height, also things that are higher

winter carbon
# uncut orbit There _has_ to be a way to do layer maps. Why would they even have layers if you...

There are tools to import/export splatmaps in the terrain-tools package. (See https://docs.unity3d.com/Packages/com.unity.terrain-tools@2.0/manual/toolbox-import-splatmaps.html). At the moment you have to install the package manually by going to 'Add package by name' in the package manager and typing com.unity.terrain-tools. This will become more straightforward once the package has gone through the verification process.

uncut orbit
winter carbon
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Terrain Tools is a 2019.1 or later package, I'm afraid.

rose sentinel
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@winter carbon how do you think the overall scaling is?

winter carbon
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You can change the import scale in the model import settings for that model if it's the wrong size.

rose sentinel
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but do you think its good

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@winter carbon heres a better look

winter carbon
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I'm not really here to provide criticism on people's work 😆

rose sentinel
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i dont mind

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im new so i kinda need feedback

soft temple
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Wait, the heightmap is actually flipped?

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I just converted all heightmap values to world positions, and it seems like it's completely flipped

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Wait, it's not flipped, it's turned

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x on the heightmap is z in the world, and y on the heightmap is x in the world

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That's really bizarre

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I wonder who had THAT idea

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There must be some reason for this that I just don't see, I cannot believe that this is just a mistake or an oversight by the Unity team

rose sentinel
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sigh

winter carbon
humble egret
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Guys any budy know how to create the optimised terrain for mobile device? Pls give me a few tips

limber garden
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whats a good splatmap swapper

oblique fox
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What’s the best way to make textures look not tiled without blender? Can’t find any tutorials on it and I don’t really know a good way to do it

glad pine
glad pine
# humble egret Guys any budy know how to create the optimised terrain for mobile device? Pls gi...

Hey there Gasron, there are acouple great findings on the Unity Forum. Here's one for example https://forum.unity.com/threads/the-secret-to-great-terrain-on-mobile.305899/

The team is also looking into mobile specific terrain solutions as well if you'd like to leave your thoughts https://portal.productboard.com/dzcznunfgebtky7ipmhrc22z/c/494-mobile-terrain-scriptable-rendering?utm_medium=social&utm_source=portal_share

limber garden
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Hey thanks, Barrington.

glad pine
oblique fox
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Is there anyway to procedurally offset tiling?

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Actually it shouldn’t be that hard to just code it in

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I appreciate the help Barrington

spiral onyx
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Need to export my terrain to model some roads for it in Blender (please don't respond with addons for making roads for terrains in Unity. I don't want to make the roads in Unity)

The problem is, I have multiple terrain neighbours and I also need the terrain aligned perfectly with the rest of the map

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I need to find a way to export them all at the same time (because exporting them individually takes an annoying amount of time) while also making sure they stay in the right position

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also, from what I can tell, the export I'm using doesn't even seem to be exporting them correctly

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there's massive differences between the terrain in Unity and the exported terrain

slender zinc
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how to create meander terrain

minor thunder
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hi, how is the terrain tools asset missing in the online store?

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i cant find it but i found the terrain tools sample pack

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im talking about the one by unity

winter carbon
earnest torrent
minor thunder
sonic dawn
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I have a map image I’d like to use as reference while creating terrain. Is there a method by which I could utilize the reference in-engine? Ideally, it would be like a reference photo in 3D modeling that remains visible, either with the image or the terrain being semi-transparent to facilitate a direct comparison.

winter carbon
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I have done that before with just putting the map onto a material and sticking it on a massive quad, and putting that a few meters over the terrain.

sonic dawn
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Would I be able to lock the quad in a way that would prevent me from clicking on it and interacting with the terrain underneath? I’d like to get as close to a persistent solution as I can that doesn’t require toggling for interaction, but this is still a vastly better solution than trying to compare between monitors.

winter carbon
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In (I think) 2019 and later, there is a little icon to the left of objects in the Hierarchy that allows you to toggle whether they are selectable or not.

sonic dawn
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Oh, perfect. Thank you very much! This is great.

tight goblet
#

Hi. Anyone know a good brush to use to paint terrain? I tried the polybrush, but was wondering if someone knew another one

glad pine
formal fable
#

im very new to unity, does anyone happen to know why my trees are pink?

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ive tried downloading two different tree packs but both are pink so i think its something IM doing wrong

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its pink here too idk what it means or what this is but yeah someone please help

analog basin
#

Pink is a shader error. Make sure that the shaders you are using are compatible with whatever Unity rendering pipeline you are using

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Shaders are not automatically cross compatible between built-in/URP/HDRP.

formal fable
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where can i change that? im very new to the program

glad pine
analog basin
#

@formal fable Through the shader fields visible in the inspector on the last screenshot. If you are using something other than built-in, there should be a section for the render pipeline you are using

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The asset also may have come with an appropriate shader that you can swap for different render pipelines

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Odds are this is mentioned somewhere if that is the case

tawdry matrix
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Can we use terrain brushes provided by unity terrain tools sample for commercial projects? It has lots of cool heightmaps. It mentions some licence. If anyone knows about it.

humble egret
#

Anybudy having knowledge in creating mesh terrain with lot/more than 5 texture for mobile device but it shouldn't drop the fps it should maintain in 60fps also terrain should be like this If you know any other tips for texturing the mesh terrain for mobile device you are most welcome

desert sun
#

and it will be optimized and compressed

cunning raven
humble egret
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@cunning raven I use microsplat but it drop my fps😭

cunning raven
#

try using his debugger and remove features you don't need

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maybe its the height resolution of the terrain itself or something else

vale gate
humble egret
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@vale gate how to assign rgba to texture? Do you recommend some video?

vale gate
#

unfortunately I dont have any video, it's just something I'd do to achieve the goal
basically, you use the blend texture to blend... uh... textures
like

color2 = lerp(color1, tex3, blend1.g);
color3 = lerp(color2, tex4, blend1.b);//and so on
humble egret
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@vale gate thk for information

rose sentinel
#

hwo do i change the render distance

warm radish
thorny swift
#

is there a way to Instance terrain while using ShaderGraph? already my whole scene is taking 12 batches but the terrain alone is taking 29 :/

tight goblet
vocal lantern
#

I renamed my terrain and everythign is black

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i wasa just organising my project

drifting crown
#

Thing you can do is to create another scene and create new or try to make this terrain work there. Then compare working one to the broken, what you need to change.

vocal lantern
#

the material was wrong

glad pine
thorny swift
#

@glad pine Hi, I am using custom ShaderGraph shader for terrain, which when I enable Terrain instancing literally destroys the terrain. As seen in Image.

#

And how its supposed to look.

#

Also I loose around 200-300fps so yeah, something is terribly wrong with using shader graph and terrain together. I know there is still Shader Graph for terrain being worked on but its simple instancing so no idea why would it do that.

#

If there is any info on how could I implement this properties to handle myself the height modification that would be awesome.

glad pine
thorny swift
#

Okay, got it, well hopefully I will manage something or I will just work with this for the time being till the new system comes. At least hoping APVs will work with my setup.

#

Okay, got it, well hopefully I will manage something or I will just work with this for the time being till the new system comes. At least hoping APVs will work with my setup.

sleek copper
#

Hi I am new to game making and want to know where I can find a tutorial / course on procedural 3D terrain generation

void fiber
#

If I setup a basic terrain and it's currently at y:0 , is there a way to lower the terrain under 0? to go negative on y axis? I'd like to make a pond of water using a plane for the water, but the terrain to go under 0.

right now when i flatted the terrain it stays at zero and wont go negative.

runic elm
# sleek copper Hi I am new to game making and want to know where I can find a tutorial / course...

Generate a landscape through code!

Check out Skillshare! http://skl.sh/brackeys11

This video is based on this greatwritten tutorial by Catlike Coding:
https://bit.ly/2Qd1o1d

● Perlin Noise: https://youtu.be/bG0uEXV6aHQ

● More on generating terrain: https://youtu.be/wbpMiKiSKm8

● Singleton: http://wiki.unity3d.com/index.php/Singleton

♥ ...

▶ Play video
glad pine
fervent shell
#

Hey guys, are trees placed with the unity terrain system still static if the tree prefab is set to static? And can you batch or instance the trees if you use the terrain system???
I'm running into some performance problems....

tame raven
#

Yes, the trees stays statics. Also, you can group the Trees within the Terrain Collider, so you dont need to have separate colliders on every prefab instance.
I suppose the Trees are batched.

Another optmization tricks are that with Tree Editor you can make Trees that are shown as Billboard on some LOD. Making it way faster to render them. Also, you have control from the distance from the camera, the Trees should be drawn

On the documentation there is more detailed information about the Tree usage on terrain system: https://docs.unity3d.com/Manual/terrain-Trees.html

ivory mauve
#

how can I make a material tile

tame raven
ivory mauve
haughty hull
#

hi , i've got a mesh (all it is is just a subdivided plane without smoothing on since the default plane is too low poly) that im using as a smaller terrain and im using polybrush but the plane keeps turning black everytime i try sculpt on it ...... could someone help please... and could u ping me if u dont mind .... thanks

errant walrus
#

Hey all, quick question cause I'm not exactly sure what to even google...I'm just starting to play around with terrains, and I've loaded in a 14km x 14km terrain I've made in World Creator 2. I just want to confirm my assumption that the shiny purple areas are showing where unstreamed terrain resides and the grey areas are terrain segments that have streamed in...I'm assuming this because the grey areas area specific range around the camera...Thanks.

snow granite
#

hey, anyone know what could be causing my trees to glow in the dark like this?

rose sentinel
#

Does anyone know, are Terrain Trees bugged in 2019LTS? Without an LOD Group all trees have the same rotation, with LOD Group Component it wont let me paint them on the Terrain, it will give an error saying the Tree could not be placed because the bounds could not be determined. Putting the LOD on an empty parent object doesnt work either.

#

Neither does manually making multiple prefabs with different rotations as all rotations are reset to 0 when a tree is painted. Using SpeedTree shaders also doesnt change anything, but in URP 2019LTS 2/3 SpeedTree shaders are broken anyway, and according to the forums they have been for many years now.

scarlet elm
#

Im trying to figure out... how to make like a undergroudn sort of structure

#

does anyone know a good way to make like a domed cave like level

#

i havent done many interiors so im wondering how to do this

#

like a large spherre and i hollow it out somewhere?

rancid badger
scarlet elm
#

im already almost half done

rancid badger
#

how'd you end up doing it 🙂

scarlet elm
#

6-7 different cave walls i foudn and adhering em to half a sphere

#

imperfect sphere

#

because nothing is perfect in sense ill just have to work on it more

rancid badger
#

that works too - I was going to suggest when hollowing out a sphere in blender, you could add interior surface details 🙂

scarlet elm
#

its working for what i need it for

rancid badger
#

Oh yeah, nothing wrong with that

#

a little shiny for my liking, but yeah, looks great 🙂

scarlet elm
#

ah im just trying to get the shape right before that

#

i dont have any of the proper lighting setup yet either

rancid badger
#

believe it or not I've made a room using an almost identical technique

#

cept I used a script to place the walls in a circle

#

which made it very hard to put doors in lol

scarlet elm
#

@rancid badger mustve been faster

#

been working on this one for like a hor

rancid badger
#

the blender method, which I wasn't confident enough to attempt back then, would be even faster 😛

scarlet elm
#

i havent launched blender once so rip

scarlet elm
#

@rancid badger

rancid badger
#

looks good 🙂

scarlet elm
#

needs a lot of work still but better to have a example of what you want it too look like

rancid badger
#

you should totally install blender! I didn't use it a lot for like the first many months I had it, just frustrating non-attempts at failing to make bad models - but eventually you start to figure out the basics, and the basics can get you real far

#

but its free, making a model like that would be a 5-10 min thing, one piece, one gameobject 😛

scarlet elm
#

dangit

#

oh well too late now

#

already made it

snow granite
#

anybody know how to spawn enemies on top of a terrain with varying height

#

so that they aren't floating in the air or underneath the terrain

rancid badger
#

two raycasts I guess, down and up 😛

snow granite
#

thanks i was actually working on it and i figured it out 🙂

lofty zinc
#

uhh... just screweing around in tile maps... how do i stop this?

#

i want them to pack so they touch

spiral onyx
#

For some reason, my terrain has neighbors that aren't "connected". I have no clue what's caused this and I don't know how to fix it. I don't want to recreate the entire terrain (because it'll be hours of trying to make the terrain match the geometry of the map again)

#

I've tried deleting the offending neighbor and re-adding it but that didn't work

#

there's spots in the terrain that have holes that are noticeable in game which I do not want

winter carbon
winter carbon
spiral onyx
#

I can't.

spiral onyx
#

It doesn't see this specific piece of terrain as a neighbor it seems (even if I try to delete and recreate it using the Add Neighbor tool)

#

here's a (hopefully) more clear gif of what happens when I move my brush over the seam between the problematic neighboring terrain and a different neighboring terrain that works

glad pine
winter carbon
winter carbon
spiral onyx
chilly forum
#

Hi all, not sure if this is the right place to post but I want to create small arena maps for my 3d game. I can mock up really basic stuff like the one here but I'd like to know what people would recommend for an asset that can help me build something more natural (curved walls but still flat ground, etc)

#

And i don't (think) ProBuilder can do anything like that

lofty zinc
proper fog
#

What's the difference between placing trees through the terrain (paint trees) versus placing them as a prefab? Are there any performance benefits?

rose sentinel
echo carbon
#

Hi guys, I don't know it's the right topic to ask but I wonder what I need to look for these terrain and building, not ui. Could it be done with 2d isometric? Is this terrain a 3d model? What I need for this kind of building?. I am not planning moving or placement for building just fixed building. Is there any "keyword" or "video" that could help me? I am not familiar with this part. Thanks!

raw rose
#

I'm looking for an example on how to create a new detail prototype at runtime. I can edit existing ones, but not if all the slots are still empty. Couldn't find anything in the documentation yet.

orchid cedar
#

hi, what i have to do for delete this smoothing

woven citrus
#

Hi. I have a sprite that is 16x16 pixel-art. The filter mode set to Point (no filter). But if I try to use brush with this sprite to make grass on terrain grass becomes smooth and non-pixel. Do you know how to fix that?

barren oak
winter carbon
woven citrus
#

I have an issue that does not allow me to use mesh for grass.

manic wind
#

Hi I'm kinda new to unity, and I've acquired an asset pack with trees and plants but wanted to use the terrain feature to simplify my map design. The problem is that the random height feature doesn't work, and I can't seem to scale any of the assets used. Does anybody know a possible solution?

winter carbon
limber garden
#

@chilly forum Download Blender3d.

dusk coyote
#

Is it possible in Unity to procedurally generate various type of foliage and trees like in Unreal?

#

I know it can be done with trees but I didn't see the option to do the same with details( foliage).

waxen salmon
#

Hi all! I need suggestions. How do you think it's possible to achieve such a water effect?

#

Consider that my terrain is made of separate square tiles that are proc generated and I need to achieve that effect. I know how to make the coast curved, but I'm struggling to find a good shader to reach this effect on the water, since the water is composed by separate tiles

rose sentinel
#

hello everyone I cant open my terrain settings every tutorial says open the packet manager and search in the unity registry for terrain but I can't find it at all

I know that its built in
but I can't open this tab

winter carbon
winter carbon
# waxen salmon both!

So I guess your issue with the ripples is that the water is made of tiles, so if you just applied a water material to them, they would look tiled?

waxen salmon
#

correct

winter carbon
#

Okay, so I would imagine that if in the shader you used the world x,z position instead of the tile uv position to do the texturing it would fix that problem for you.

waxen salmon
#

interesting. Ok so I need to write a displacement shader that create waves based on the world position

#

or are you thinking about having a texture that is somehow animated instead of deforming the mesh?

winter carbon
#

I guess that will depend on you! I had assumed from your screenshot that it was for an isometric game in which case displacement etc might be overkill

#

You could have a couple of textures that you animate, which you combine to create a final normal vector

#

I seem to remember I saw a free water asset on the asset store that did something like that

winter carbon
waxen salmon
winter carbon
#

URP only

lusty pumice
#

If any devs read this channel, can you take a second look at the Terrain AutoConnect method? As far as I can tell is is terribly unoptimized, the first thing it does is clear every neighbor of every terrain in the scene, even when some terrain neighbors don't change. It is called automatically when a terrain is added or removed from the scene, even if no terrain have the auto connect option enabled. This means that even if you don't use auto connect but rather neighbor the terrains manually yourself via SetNeighbors, the neighbors for your terrain are still cleared. Not only is this annoying because it means you have to re-neighbor every terrain in the scene, it also produces 2kb of unnecessary garbage.

winter carbon
winter carbon
lusty pumice
winter carbon
#

I had noticed that there was a fix related to this problem that went in to 2021.1, but it looks like you were in on that bug anyway: https://issuetracker.unity3d.com/issues/terrain-normals-produce-artifacts-when-connecting-neighboring-terrain-using-terrain-dot-setneighbors?_ga=2.93392413.1623646183.1621269984-319436073.1618266941

lusty pumice
rose sentinel
potent carbon
#

hi, is thre a way to use polybrush on terrains? i'm trying to paint some custom density maps

winter carbon
# rose sentinel 2021.1.51f

Unity changed the way packages are handled, to make sure they don't stay forever in preview: https://blogs.unity3d.com/2021/03/22/package-manager-updates/

A result of this is that terrain tools is not discoverable in the package manager while it gets verified for release with 2021.2.

However, you can still get terrain tools by hitting the '+' dropdown in package manager and selecting 'Add package by name'. After that type in com.unity.terrain-tools .

minor moat
#

any idea on how to mass place grass on terrain ?

#

polybrush doesn't let me put it on unity made terrain

winter carbon
warm radish
# potent carbon hi, is thre a way to use polybrush on terrains? i'm trying to paint some custom ...

Heya! Not currently afaik. If you are looking to make a custom tool that would only give you brush information related to terrain height, for raycasts specifically, you could make a your own TerrainPaintTool. Please note that if you are using 2021.2, this and the rest of the TerrainAPI namespace is no longer experimental and have been renamed to UnityEngine.TerrainTools and UnityEditor.TerrainTools
https://docs.unity3d.com/ScriptReference/Experimental.TerrainAPI.TerrainPaintTool_1.html

manic wind
#

Hello im trying to use terrain but the brush feature litterally spawns trees wherever it pleases even outside the terrain does anyone have any idea how to fix it?

safe barn
#

Hello ! Do you guys use a sketch software to draw your levels before modeling it ?

burnt moon
#

Is it possible to import a heightmap to gaia?

#

and build my terrain from that?

sour glade
#

Is there a way to paint multiple grasses onto a terrain at once?

#

That is, if I have a dozen types of grass/plant can I scatter them all at once or do each one need to be painted individually?

night pike
#

hi guys
why in scene the lines of cubes are like broken shadow and shape !? (its happen when i rotate scene) how i can fix this ?

burnt moon
#

i think it was wc pro

true basalt
true basalt
#

oh - lol - thought it was yours - ha

burnt moon
#

i was wondering if it was world creator or gaia

#

lmao

#

or something else

proud harbor
#

so, terrain in VR

#

is there something dumb I'm missing to go from 120fps to 20fps with openxr enabled? 😅

#

is that just how it be

analog tartan
#

My stupid terrain layers isn't opening

winter carbon
winter carbon
#

Also, if you are using the builtin renderer, turn on GPU instancing on the terrain material.

winter carbon
manic wind
#

Well I truly still don't know what I've done to fix it but after some very extensive tinkering it's working as intended thanks for your advice anyway

winter carbon
sour glade
#

Aw, too bad.

proud harbor
#

as for renderer I'm using URP so I assume there's nothing to do WRT GPU instancing?

proud harbor
#

WOW I'm not very smart. Did not realise that unity would dutifully continue to render the regular camera while VR is enabled 🙃 makes sense that it would but oof my performance

silent narwhal
#

I need help regarding terrains. My code instantiates terrain in chunks infinitely once the player is in range. The terrain also has random heights using perlin noise. The problem that I am having is that when each terrain is instantiated, there is a very small gap between the all of the terrains. If I try to adjust the transform of one to fill the gap, it messes up terrain depth where the two terrains aren't smoothly even anymore. I can attach an image if that is easier. Any suggestions?

proud harbor
winter carbon
silent narwhal
#

Not sure about your questions. Here is a picture of the terrain:

silent narwhal
#
using System.Collections.Generic;
using UnityEngine;

public class TerrainManager : MonoBehaviour
{
    public PlayerManager player;
    public GameObject terrain;

    public float terrainSize;
    public int tileX, tileZ;

    public List<GameObject> allTerrains;

    public TerrainLayer[] terrainLayer;

    private void Start()
    {
        terrainSize = 512;
        allTerrains = new List<GameObject>();

    }

    private void Update()
    {
        instantiateTerrain();
        
        
    }

    void instantiateTerrain()
    {
        

        for (int x = 0; x <= 1; x++)
        {
            for (int y = -1; y <= 1; y++)
            {
                if (!hasTerrain(player.xTile + x, player.yTile + y))
                {
                    allTerrains.Add(Instantiate(terrain, new Vector3(terrainSize * (x + player.xTile),
                        -60, terrainSize * (y + player.yTile)), Quaternion.identity)); //Instantiating terriain/adding to list
                    allTerrains[allTerrains.Count - 1].name = "Terrain[" + (player.xTile + x) + "][" + (player.yTile + y) + "]"; //Changing name of terrain to coordinate
                    allTerrains[allTerrains.Count - 1].transform.parent = gameObject.transform; //Setting terrain object to child of Terrain Manager

                }

            }
        }

    }

    public void resetTiles()
    {
        while (allTerrains.Count > 6)
        {
            Destroy(allTerrains[allTerrains.Count - 1]);
            allTerrains.RemoveAt(allTerrains.Count - 1);

        }
    }

    bool hasTerrain(int x, int y)
    {

        foreach (GameObject g in allTerrains)
        {
            if (g.name.Equals("Terrain[" + x + "][" + y + "]"))
                return true;
        }

        return false;
    }

}
#

This is my code that instantiates each of the terrains if there is not already one present in the squares around the player (player.xTile/yTile are the coordinates of the player by the chunk)

#

The perlin noise and other controls for the terrain are in a different class. I can send that too if it would help

winter carbon
#

What happens if you do not apply the Perlin noise, and leave it flat?

silent narwhal
#

It is seamless when it is flat

#

That's weird

winter carbon
#

I think you are somehow not setting the very edge heights of your terrain segments

silent narwhal
#

This is the class in charge of the perlin noise

winter carbon
#

You're setting the heightmap resolution to width + 1, but only setting for 0 .. (width - 1)

silent narwhal
#

I'm not following, what do you suggest I change?

silent narwhal
#

I'm assuming you're talking about the for loop, but no changes I've made fix it.. I'm stuck

winter carbon
#
float [,] GenerateHeights()
    {
        float[,] heights = new float[width + 1, height + 1];
        for (int x = 0; x <= width; x++)
        {
            for(int y = 0; y <= height; y++)
            {
                heights[x, y] = CalculateHeight(x, y);

            }
        }
        return heights;
    }
#

This means that if your size is set to 512, it's creating as 513x513 heightmap

delicate pivot
#

Hey guys, I see in a lot of level design videos that they build the terrain with rock prefabs, adding them and building new shapes. My question is about performance: is this method sustainable given the fact that with this method, a lot of polygons will be hidden to the player, but still computing and taxing performance? Something that I'm missing about that method in terms of optimization? Thank you!

silent narwhal
mellow sapphire
#

Hey im making an ml agents implementation for my thesis. Any idea of how to make the Goal ( green cube ) and the walls look better?\

#

the cube can be replaced with any item

#

the Agents learn to run and grab it

#

id like to make it futuristic

silent narwhal
#

So my terrain is infinite and will have to keep generating accordingly. But the instantiations cause a lag spike. Is there a way I can instantiate the terrain in another way that wouldn’t cause the lag or is there a different method how I can implement this?

glad pine
# silent narwhal So my terrain is infinite and will have to keep generating accordingly. But the ...

Hey there,
Another technique commonly used is Pooling. You instantiate all the objects (terrains) you'll need at the start. These objects will be placed in a pooling system, basically a list that is managed. Instead of instantiating a new terrain you just grab it from the pool (list of terrains) and move it to the location it's needed. When you don't need the terrain anymore you just move it to a unseen location and put it back in the pool to be used again. This way you don't have to consistently instantiate and destroy objects which is expensive.

Here's a article going more in-depth https://thegamedev.guru/unity-cpu-performance/object-pooling/

silent narwhal
#

Hey thanks for the response,
I was considering object pooling, but the terrain I’m making is infinite so I don’t know the amount of objects the would be needed.

#

Do you think if I pooled a couple of terrains, moved them, and changed the terrain data when one is needed would work and just keep moving it as more terrain is needed?

glad pine
glad pine
glad pine
# delicate pivot Hey guys, I see in a lot of level design videos that they build the terrain with...

Hey 3k,
Great question. It's not uncommon for level designers, environment artist, and devs to hand place prefabs directly on the terrain. This gives them more control over the the objects they're manipulating. There are a couple of techniques used to minimize the slight performance hit (if there is any). For example, using LOD's are very common and recommended in most cases. In simple terms LODing changes an objects level of depending on the distance of between the camera and the object. It can also cull objects so they're not rendered at far distances. Some people go as far as pre-cull or cutting out faces that intersect with their terrain. There's a lot of techniques that can be used.

I usually recommend not worrying about performance too much in the beginning as it usually over complicates things. You can always profile as you go on and make tweaks when you see issues.

winter carbon
silent narwhal
winter carbon
silent narwhal
#

It looks like you’re mostly correct. What’s causing the lag spike is the SetHeights(0, 0, GenerateHeights()) call. I’m guessing the heights matrix is what’s too big, causing it lag.

silent narwhal
winter carbon
#

It would still be doing the terrain generation on the main thread, but only a bit of it each frame.

silent narwhal
winter carbon
#

yield return null will just wait for the next frame.

silent narwhal
#

Sorry for the dumb questions, I don’t know much about coroutines

winter carbon
#

I think you'd need to rearrange things a little so that you have a function that:

  • Creates the terrain
  • Creates terrain data
  • Sets the terrain not to render

It would call StartCoroutine on your coroutine which would:

  • loop through all your data, yielding every so often (every 64 lines maybe?)
  • At the end call terrainData.SetHeight
  • Set the terrain to render
silent narwhal
#

What do you mean by ever 64 lines? Like every 64 iterations in the for loop?

winter carbon
#
for (int x = 0; x <= width; x++)
{
    for(int y = 0; y <= height; y++)
    {
        heights[x, y] = CalculateHeight(x, y);
    }
    if (x % 64 == 63)
    {
        yield return null;
    }
}
terrainData.SetHeight(heights)
#

Something like that

silent narwhal
#

Thank you so much. You’ve been a great help. I’ll do it in a little while and see if it works!

dull void
#

Anyone know why my terrain texture might be looking like this? Looks really bad. I'm using HDRP, so I'm not sure if it's an HDRP issue, or something else.

silent narwhal
#

Not sure if I did this right but here is the class as of right now:

winter carbon
#

Have you profiled it again?

silent narwhal
# winter carbon Have you profiled it again?

All I can see from the profiler is that it comes from calling the GenerateHeights method. However, even if remove the line that calls the perlin noise (heights[x, y] = CalculateHeight(x, y);), it will still lag which means that it is probably the iteration rather than the perlin noise.

winter carbon
#

I would try splitting it up into smaller amounts - say, 32 lines per frame instead

silent narwhal
#

Tried a bunch of different lines per frame, none of them helped too much

silent narwhal
winter carbon
#

That's up to you! It probably would be faster, especially as you could have several threads working in parallel. However, it would be more complicated.

silent narwhal
winter carbon
#

I can't think of anything off the top of my head. I'm sure there resources out there.

silent narwhal
#

Ok no problem, this will also work on iOS, correct?

winter carbon
#

Sure

delicate pivot
#

sorry if I'm asking in the wrong channel, but when I'm using ProBuilder+ProGrids I can't change manually the transform position of anything. Is there any way to disable ProBuilder+ProGrids temporarily to setup some stuff without it?

barren oak
#

I'm referring to the 4 ProBuilder buttons that show up in Scene view

brazen agate
#

Hey, I'm trying to make terrain but the smooth isn't good enough. I still get very jittery terrain. How do I make decent small-scale terrain?

dense hound
#

hello!

#

i was wondering what the easiest way to make low poly terrain like this is:
https://www.youtube.com/watch?v=Urs2oS83Cw0

drifting crown
#

I think it still involves converting terrain through Blender into low poly and/or using a custom shader that ignores smoothing. There are some resources for that online.

#

(Or just using low poly mesh as terrain)

dense hound
#

i found out how to do it!

sour glade
#

Is grass entirely unaffected by wind zones?

hot bronze
#

Can anyone give me some advice on terrain? I have made several terrain scenes but at the end I just delete it because in my mind it doesn’t look good. Maybe some pointers or tips?

winter carbon
# brazen agate

It may be that you don't have enough height resolution in your heightmap. Unity terrains use 15 bits of height resolution, so that they can represent 32768 different height values. If you have the terrain default height mapping set, that is spread over 600 meters, which means that the smallest value a height can change by is around 18mm.

You can go in to the settings and change the terrain height to something less which will give you finer control of height - a terrain tile height of 200m would give you a 6mm height quantum, for instance.

Unfortunately if you change the Unity terrain height, it will not rescale your heightmap to match, so you have to do that manually. I was able to do it using the open source Krita art package. I exported the heightmap to a .raw file using the Export Raw button, but in order to get Krita to load it, you need to change the extension to .r16. After that I used the levels tool to brighten the image to 300% of the original (I had tried reducing the terrain height from 600 to 200), and then I saved the file. After that I imported the heightmap in Unity using the Import Raw on the terrain.

vocal cave
#

Hi, how do I adjust the size of my tiles in my tile palette?

winter carbon
hollow tiger
opaque lintel
hollow tiger
#

where is that option? I'm using URP renderer with mesh renderer and shader on trees

hollow tiger
bright mortar
#

Hello! I paint my Terrain, and sodentli it start to lack and the Console says:

#

TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 8346128
Internal: Stack allocator ALLOC_TEMP_THREAD has unfreed allocations, size 8346128
Allocation of 56 bytes at 0000022001895750

#

Waht do I wrong?

faint mauve
#

is it possible to make paths curved like this in unity?

desert sun
#

Unity do not have Spline system from the box. but that will come in future (i hope soon)

faint mauve
#

i found eazyroads

#

it works decent

novel ridge
#

I want to know how to add grass to my game without causing a whole lot of lag. Does anyone know how to do that?

#

I know how to add the grass, but I dont know how to reduce the lag

jade portal
#

I have the same issue

#

does someone know how to solve ?

#

the mountains are visible at the side of the screen but disappear in the center of the screen

#

why?

fresh maple
#

Anyone know of any way to port the shapes available in 2020 to 2018’s terrain tool?

winter carbon
rose sentinel
#

terrain brush trees stay bright when in absolute darkness hlep

#

fog somewhat fixes it but its still there

winter carbon
shadow burrow
#

ambient occlusion making terrain transparent, bug or feature?

halcyon briar
#

hi can anyone tell me a road system that follows if my terrain is higher so the road will go higher too i have tried road archtict but it does not work so if someone has please tell me

rose sentinel
#

but that takes 50 years

#

so thats not it

ornate sable
#

Hello

#

Can you help me ?

rose sentinel
#

you need to be a little more specific than that

glad pine
halcyon briar
scarlet temple
#

this is my terrain right now....
(ignore the colors)
it takes place underwater...and on the left side is the starting area. on the right side is an island...

now...idk why but I dont have enough ideas for the map..should I just paint or draw my map on a paper before I actually do it?

ornate sable
#

How do I add a ship to unity in the Terrain area

scarlet temple
#

well.. you can use the .blend file and copy it into the assets

#

and then into the map

glad pine
glad pine
scarlet temple
#

hey Barrington,

thank you for your answer 🙂 hm so I doesnt need to think too much about it if I take inspiration from other games? because I always feel like I'm copying something away ^^

glad pine
trim basin
#

for some reason when i put this prefab or some other in my project it gets black every time, i dunno why

rose sentinel
#

Hi everyone 🙂
I wanted to ask for your help. If I bake will that then create the navmesh in Unity? Ive clicked on my terrain, then on Navigation...that should be it right? Its not displaying a navmesh at the moment so the bake should create it?

dense hound
#

you need to use a script to export terrain as an .obj. then you import the obj into blender, use certain modifiers then bring it back into unity

#

still works in unity 2020

rose sentinel
#

😂 worth a shot. Thanks Tyler, it got the answer in another server. Just had to bake and make game objects static

halcyon briar
short cove
#

Does anyone know how i could achive such terrain textures?

short cove
# rose sentinel

yes. If u click bake on the navigation tab then it'll create the navmesh.
Please note that if an object should not be walkable you need to mark it as non walkable :))

shadow plover
#

Hi ! I'm trying to develop what is basically a board game with hex tiles.
I've got the basic gist of it, but I've found some assets I would really like to use that aren't flat-top nor point-top.
Do you know how I could adapt the grid and tilemap to fit the asset ? I've got pretty close by rotating the grid one way and the tilemap the other way, but I can't get the last bits right.

Here's my asset :

barren oak
#

tilemaps are for sprites

shadow plover
#

It's supposed to give the illusion of 3D but be usable as a 2D sprite.
I made this sprite, for example, and managed to make it look convincingly 3D on a tilemap, and I wanted to do the same with the tile above. But it would require to "shear" the tilemap, and I don't know if it's possible

smoky monolith
#

Hello all i wanted to use heigth map for my terrain but cant find source for high resolution Height maps does it exist or i am just being too optimistic?

frail osprey
#

how can i add grass into my terrain

halcyon briar
#

how can i shape my terrain with my road

undone lark
#

You've asked this before, and have gotten answers. Easy Roads is an asset that was suggested.

trim basin
#

for some reason some prefabs looks like this after baking(i dont what means)

undone lark
#

That's the shadow of the prefab that was part of the light baking. If the prefab is not going to be a static one (in other words it may move or may be turned off), then turn off the static flag on it.

outer token
#

I am creating a mobile game and most of my levels will have a big flat ground(~200x200) without heights. I still need to paint textures on my ground. Is terrain performance acceptable for mobile if its that large? Do i have an alternative like just a single flat mesh/plane would be more performant? How would i paint on it though?

winter carbon
spiral hawk
#

so does anyone know any guides or anything you could point us towards for creating a large open world ocean..
Im asking as im currently at almost 9k tiles, I don't think that's going to be too great for performance!

barren oak
#

where you dynamically load/unload portions of the map as the player moves around it.

spiral hawk
#

could you put a lod on the ocean as such, possibly render a non moving 2d sprite or a flat texture in the distance, then nothing after a certain range?

cyan fern
#

So I have a question about Unity terrain. I got a texture I use to paint grass onto a terrain. The camera is at a certain angle where billboard grass looks somewhat weird when applying wind effects and whatnot.

Does anyone have any idea on how to control what the grass billboard use as "center" to rotate towards?

steel egret
#

Does anyone know if you can set certain brush textures (say my grass texture) to certain physics material while also having other brushes having different physics materials?

barren oak
#

Is anyone here familiar with MapMagic 2? Is it possible to create terrain holes with it?

wheat hemlock
#

Hey guysssssss.....i need to pick someoens brain and ask them a few questions

#

specifically....I am trying to create a large open world with multiple islands

#

these islands will have different biomes... i made a bunch of neighboring terrains and started sculpting.. however.. .now i am trying to paint materials...

#

but i realize it only wants to paint one terrain square at a time. is there a way to stitch these terrain tiles otgether, where i can layer and paint them as one solid group?

#

i selected all these terrains, but idk how to join them together

scarlet temple
#

Join them?

scarlet temple
#

But otherwise idk why unity does this sometimes :/

wheat hemlock
#

so... what I am trying to accomplish is to be able to paint all of these tiles as if it's one large tile

#

i suppose i dont need to 'stitch' anything lol, that seems to be an outdated feature on iunity. everything you see above is made by neoighboring terrain tiles that i sculpted

scarlet temple
severe sigil
#

Has anyone ever done some infinite procedural generation with EasyRoads3d or something similar? I like to generate all the things 😄

scarlet temple
#

hmmm how big can a map be without performance issues?

undone lark
#

There's no number that could define that.

scarlet temple
#

oh..hmm

undone lark
#

It depends on how big, how dense, how populated among other factors.

scarlet temple
#

50km2....is that too big?
its pretty big .. I mean for an open world survival game map

#

I just always think about the witcher 3 as a reference which is huge

undone lark
#

Well, apparently Genshin Impact is currently 20x30. So take from that what you will. With anything, you need to test and adapt.

scarlet temple
#

;o oh

#

so big?? 😮

#

wow I thought genshin is smaller xd

undone lark
#

That was according to the internet, so I can't confirm. But the world is definitely large.

#

Whether or not it's one single terrain, I have no idea. Considering the draw distance, possibly?

scarlet temple
#

ehhhm

#

another question

#

I somehow cannot paint on these terrains but on all others...and I have no idea why

pallid dome
#

I created an empty and gave it a material and mesh renderer and a mesh filter but why does it look like this

#

its black with a lot of space between the triangles

whole moth
#

You’re drawing some tris backwards

#

You need to go clockwise with the verticies

pallid dome
#

wdym

whole moth
#

Post your script in a paste, I’ll be on my pc in a second

pallid dome
#

ok

whole moth
#

So presumably, you're generating the terrain through script

pallid dome
whole moth
#

I thought I recognised it, Seb Lague

#

On the second AddTriangle, the 3rd parameter is vertexIndex + 1, but you use vertexIndex + width

pallid dome
#

yeah

#

ohhhh

#

tysm

#

it worked

scarlet temple
#

hey are there any tips on painting the terrain(not the textures) here...because I can only hard see the heigt differences

barren oak
#

Maybe a stupid question but what width/height arguments would I pass into TerrainData.GetHeights(0, 0, width, height) to get the entire heightmap at once? or is there a better way to get the entire heightmap?

spiral hawk
#

anyone using enviro?? cant seem to get snow or rain particle effects to actually active.
Dont seem to work/show in there example scene either.

smoky monolith
#

terrain is not easy yet.

#

I am working on a project similar to image above in which is a very small terrain with a small city a mountain and a seashore , in which player will have to install new building here and there for which i need to make it tiled can anyone suggest any tutorial to begin i mean for tiled terrain and scripting for same .

hushed pendant
#

what software can I use to make a terrain?
(free)

undone lark
#

Unity has it's own terrain editor, that's as free as you can get.

split verge
#

I'm currently having issues with painting terrain, when I attempt to apply a texture, it simply does nothing, I'm using free nature assets, on version 2020.3.3f1 Personal

split verge
#

Nevermind, figured it out, i had to add a whole extra layer.

barren oak
#

What I want to do: turn the red highlighted areas into terrain holes based on the terrain height. (Terrain height of 0 should become holes).

#

What is happening instead:

#

Anyone have any idea where I'm going astray? It's doing almost exactly the opposite of what I want, and I can't figure out why.

#

Oh wait - I may have just rubber ducky'd my way to victory here...

#

Thanks 🦆 - my holes array was inverted. true is for surface - false is for hole. I had it the other way around. Oops!

#

Hmm something is still off. The circle around the edge for the most part is being culled properly, but some spots like in red here are not, and others like in blue are being culled that shouldn't be:

#

Wait a sec - my code is working properly it's just... creating holes that are weirdly mirrored or rotated or something?

#
private void CutHoles(Terrain terrain, float threshold) {
    var td = terrain.terrainData;
    bool[,] holes = new bool[td.holesResolution, td.holesResolution];
    for (int x = 0; x < td.holesResolution; x++) {
        for (int y = 0; y < td.holesResolution; y++) {
            // x, y for sampling height
            float height = td.GetInterpolatedHeight((float)x / td.holesResolution, (float)y / td.holesResolution);
            // y, x for the holes array?
            holes[y, x] = height >= threshold;
        }
    }

    td.SetHoles(0, 0, holes);
}``` This code works perfectly? Why do I have to invert my x/y for creating the holes?
undone lark
queen harness
#

Hi all!

In 2020.3 / HDRP 10.5 I have noticed that adding a terrain significantly darkens the lighting of objects above it (up to 100m in altitude difference). Does anyone know why it happen? Is that a normal/intended effect?

See pictures below for reference.

#

With terrain enabled

#

With terrain disabled

shadow burrow
#

Hey, is there a way to swap two terrain layers without messing existing data?

#

I want to put grass with grass, rocks with rocks etc.
but swapping places mess up existing terrain data, any workarounds?

spiral hawk
#

Anyone hear have/use Gaia 2? - Just imported, all fine - no errors. But nothing seems to be showing up for it in "window"

hybrid ember
#

Ive tried a smoothness texture as alpha information, black/white image, neither work for terrain smoothness mask

hybrid ember
# queen harness With terrain enabled

This is because of the exposure value of the camera. that is how light works and is the point of HDRP. Without ground these objects are floating in space and are and isolated source of reflection which means they are perceived as brighter. With the ground added there is more reflections and context and so the overall brightness of the reflections from these objects is darker.

cobalt epoch
#

I imported the sample terrain tools but the features are still limited and not diverse anyone can tell a way out?

cobalt epoch
sour totem
#

you need the package I've linked as well

cobalt epoch
#

ok wait

#

How to download that?

#

its not showing in my package manager

sour totem
#

You may have to enable preview packages, you can do that in the project settings

#

there'll be a cog you can press at the top of the package manager

#

if that doesn't work you can always add the package by name com.unity.terrain-tools, via the + (if it doesn't have an Add Via Name, use the Git URL option with the same name)

queen harness
rose sentinel
#

where the heck did the terrain tools go in the package manager

scarlet temple
#

oof...is there a way to make caves and sculp like....bridges with terrains?
I want to make a game similar to subnautica, but like this I cannot really draw a map like this...

should I use a cube as a terrain? I have no idea....

#

(I am not advanced with unity so...I'm asking to learn things or how you guys would...begin if I want to make a terrain like this)

rose sentinel
#

Hey

#

does anyone know how to add materials from the assets

#

to the terrain layers?

barren oak
#

As for bridges and the actual interior of the caves: they would be separate objects/meshes

#

not part of the terrain itself

#

Terrains are not allowed to have features that exist at the same x/z coordinate but different y heights. This is because terrains are based on a single height map texture and there's no way to express overlapping features on a heightmap

scarlet temple
scarlet temple
spiral hawk
#

anyone got any experience with R.A.M and creating lava lakes??

spiral hawk
scarlet temple
scarlet temple
#

:/ oh ... I cannot really use the Digger asset...idk why but there are errors in my console...
edit: I restarted unity and its working now

spiral hawk
scarlet temple
#

oh okey 😮

#

is it problematic if I move the digger folder into another folder to sort my assets interface in unity?

safe merlin
#

Hi, I have problem with terrain cut tool. I have created a tunnel and cut the hole in terrain that is "raised". In editor everything looks good, however in build not at all.

Have someone came across similar problem?

I have updated Unity to the newest beta version but that didn't fix anything.

desert sun
safe merlin
#

No idea, I will check that out.

desert sun
#

make build use another HDRP assets that do not have checkbox at Terrain Holes

safe merlin
#

works perfectly

#

@desert sun, thank you so much for the help. Have a wonderful day!

desert sun
scarlet temple
#

I have a pretty beginner question.
I made a terrain and I had a wall..now I wanted to make a hole into the terrain because I want to add a cave with Probuilder...

now....I just installed Digger (another Asset)
can I make a hole with digger or is there another method to make it look...better?

vernal shard
#

Hi, just a quick question

#

I'm simply trying to paint a new texture layer on the scene but nothing is showing up

#

I just want to paint this rock layer

desert sun
scarlet temple
#

...the new feature? idk I just know one hole tool from unity

vernal shard
#

anyone?

#

I just want to know how to apply the texture when I paint

glad pine
vernal shard
#

Am I missing something?

#

I was trying to follow the tutorial

glad pine
#

No, everything seems to be fine from the pic. Is it that specific "Rocky1" layer that doesn't work or you can't paint any layers?

vernal shard
#

any

glad pine
#

What Render Pipeline are you using (URP, HDRP, or Builtin)? What version of Terrain Tools?

vernal shard
#

I don

#

I don't know where that is

glad pine
#

To find the Terrain Tools Version go... Window > Package Manager > On the Top Right select "In project"

#

From there you should see Terrain Tools with a Number to the right of it

#

Do you mind also sending another screen shot of the terrain settings. It seems like you added a material to your terrain?

#

I can't tell since there's a text box blocking it 😆

jade portal
#

I'm downsizing the webgl build

#

how can I downsize the terrain

small stream
#

are these levels made with tilemaps or any other thing????

scarlet temple
#

I once wanted to make a game like limbo...:)

#

but I gave up..this was like 5 years ago

#

oh and...another question... I have multiply terrains but I cannot draw on all terrains...some are not drawable its weird...

strange wave
#

Hey, guys. New to Unity. How do I "paint" floor textures? I just installed the Polybrush in hopes to make adding textures easier, but can't figure this out.

#

Is it the Paint Vertex Colors on Mesh? Would the texture need to have Vertex Color support?

#

I'm trying to make it easier for me to apply floor textures instead of having to drag from the Project into the Scene window one at a time for each tile.

#

This is for a 3D environment

unborn mountain
# jade portal

do you mean lower the terrain or make the terrain smaller

#

@strange wave look at videos

median burrow
#

hey everyone im super confused by this bug, i turned off occlusion culling cause I thought it was that, I messed with LOD settings but I couldn't find any setting that allows me to change distant trees from being culled when I look at them! Check out the vid for an example

fringe crescent
#

hi there... I'm trying to paint trees onto a terrain. It works fine. However, I want to add random rotation, so I add an LODGroup (as the tooltip says this is required). However, now all the painted trees disappear. If I remove the LODGroup component, they reappear. How can I fix this? (please ping me if you know any tips!)

azure quail
#

Hi there! I joined today on this discord bcs im planning on realizing my game project(2d pixelart thriller) and I have some questions, the first one would be - can I do something like 'rooms' to explore in game with Unity engine ? and also can someone recommend me a program to make/paint scenery/background ? screens that I add are something similar to what im planning to do

#

another screen

bronze knoll
ornate bridge
#

can sb help me im trying to make water for my game but the shader i need to create does not exist!!!

rose sentinel
#

Hello?

strange moth
rose sentinel
#

so basically

#

when I was wanting to place grass in my scene

#

it didn't place at all

#

so I used this tutorial to place it with a tool https://www.youtube.com/watch?v=qV9YaRXupK8

Let's learn how to quickly and easily scatter vegetation on terrain in Unity.

✅Terrain in Unity 2020 | Beginner Tutorial : https://youtu.be/ddy12WHqt-M
✅ Terrain with URP in Unity 2020 | Beginner Tutorial : https://youtu.be/Fhx7t0REfMI
✅A Beginner's Dev Vlog Channel :- https://bit.ly/2FAi5mW
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
☑️[Unity Asset Store links(Affil...

▶ Play video
#

and there 2d

#

and idk how to place grass

#

because it doesn't work

#

when I click

strange moth
#

and suddenly all the grass now got placed into your scene?

#

as you showed in the picture on the other channel?

#

so i'm going to assume you're not sure how to delete the grass?

rose sentinel
#

no

#

I just want them to look normal

#

but they look all 2d

strange moth
#

ok, so basically, your grass IS meant to be 2D

#

but its just meant to look like 3D

#

so what you want to do now

#

is go to the material you use for your grass

#

and turn on an alpha setting

#

which would then make your 2D plane/grass object have some transparent sections to it

#

if that doesnt work, I suggest trying to find a different grass object to use

small stream
smoky monolith
#

Hello all is it possible to use terrain tools like brush texture painting on an imported mesh ??

spice spade
#

Anyone know how to isolate sections of a texture?

#

Im using some synty assets and for some reason they compile all their textures for every asset into 5 massive textures

#

I dont know how they tell their models which parts to use

bronze knoll
#

But, keep the hit box (or collider) separate from the sprite

rose sentinel
#

Why wind zone is not working on terrain grass?

rose sentinel
#

I need help please if someone knows please tell me...

#

@sour totem

sour totem
rose sentinel
#

ok

fluid zephyr
#

I need help

spiral hawk
#

so does anyone using Microsplat???
Converted my terrain to a Microsplat terrain and well... see above lol

slow compass
#

do you guys know of a tool to convert mesh to terrain objects? It should be as simple as scanning a grid with a raycast down and write the heigh values in a terrain asset, I'm just lazy

smoky monolith
#

@slow compass it's not though a while I saw a video about an script which gives your mesh tearrain property , you can also use free map magic too that allows yo to use terrain tool on gerated terrain very fast to implement

strange wave
#

I'm trying to create a curved shape with a single primitive cube. Is this possible? I'm searching for tutorials but not getting related results. I don't know what the term would be for shaping an object in such a way. If someone could just guide me to the correct term then I can continue the search on my own.

analog basin
#

Sculpting?

strange wave
#

My plan is to create a curved platform or object to allow a sphere to fall down onto and roll. Then I'll be creating a continuous path for it shaped like hills.

#

I'm seeing sculpting with use of the Polybrush

#

I think that might be it.

upper pasture
spiral hawk
# upper pasture Your probably in a render pipeline without the render pipeline adapter installed...

Hi jason, yea that was exactly it... i had purchased the compatibility pack but hadn't changed over the render pipeline on the material.
However i am getting some weird effect from time to time.. Can i send you a photo and possibly help pin point what is causing the issue?

Also im currently using 2020.3 with the 2020 adapter installed for microspalt... i see you have a 2019 and 2020 adapters, do you have a 2021. adapter? i only ask as ive been looking in to changing over to the newer version but microsplat with all the modules is a must these days.

upper pasture
spiral hawk
#

@upper pasture ahh i was looking for your discord! I didnt see one anywhere, just your unity forum.
Can you ping a link over at some point?

upper pasture
#

it's on every asset description I have on the store.

spiral hawk
#

I do apologises, I must be blind.. I'll have a better look. I was only clicking the support "visit site" link..

mellow sapphire
#

Any suggestions on the walls and floor texture? It kinda fills plain and not properly working with the lights

#

I want to have white tiles like the ones here and grey or white walls but better looking

#

while ofc it runs smoothly

#

😄

median burrow
rose sentinel
#

how do i scale in just one direction?
the default is scale or change in both sides.

ancient briar
#

so, question. I want to make a somewhat large forested area, with cabins, abandoned structures, the likes, would it be best to make the terrain within unity, change all the assets like trees and grass to the style i want with blender objects, and then just import more blender models for the structures, or create the whole thing in blender? i know some people do the latter but i have no clue

worthy scarab
#

@ancient briar I dont think you should create the whole thing in Blender, because the look wont transfer over easily, because Unity has its oen lighting and shaders and Blender has its.

If the final product is in Unity you should do everything in Unity thst you can and then use Blender to plug in the things that Unity can't do.

However, you might be a pro st Blender ?? In which case you could make it all in Blender.

rose sentinel
#

would tilemaps count as terrain

worthy scarab
#

@rose sentinel dont think so.

rose sentinel
#

I got no idea on how to make cliffs like that using Unity terrain. I could add some cliff prefab 3D models but that would not be terrain and whatever I put on top of it would be prefabs rather than terrain.

ancient briar
barren oak
#

Not directly

#

It doesn't support any overhangs

winter minnow
barren oak
#

You either need to abandon Terrain entirely or use extra meshes in addition to the terrain

winter minnow
rose sentinel
#

I see, so basically mix meshes and terrain then

undone lark
#

The cliffs in Genshin Impact are modeled, they're not terrain.

#

They combine the two. The terrain is just the base layer for he ground.

rose sentinel
#

I think I found a solution

undone lark
#

This is for digging though. If you want that nice looking cliff face, it's going to have to be hand crafted.

rose sentinel
#

Well, I will check it out.

winter minnow
#

Sounds like marketing talk 😄

#

Artists and level designers together can use the mesh method for greater effect
That's the reason Genshin Impact devs did it that way

#

But it's also true that if you don't have that artist and level designer, that tool will make it simpler for you

rose sentinel
#

Or I could just use the cliffs that come out of the box with the Pure Nature asset

#

I will try both and check which one is better

winter minnow
#

The top surface of the cliff doesn't have to be terrain

#

And you could skip some effort by just using the cliff

#

If you don't necessarily need the topsoil to use the terrain shader's features then it's a smart corner to cut

rose sentinel
#

Yeah but what worries me if performance because I wanna make a big open world, if I use mesh clifs then I won't be able to add terrain trees on top, but prefabs instead. Not sure how bad will that be for performance.

winter minnow
#

If they have proper LODs as they look to have, and you mark them as static it shouldn't be prohibitively expensive

#

I'm getting a chill in my spine looking at that tree not marked as static

rose sentinel
#

Hmm well the pure nature asset fortunately seems to come with exactly the type of aesthetic Genshin Impact has which is what I am trying to replicate. I guess I will try with this first.

undone lark
#

Genshin runs on mobile just fine. If you're smart about it, you can do it.

#

On the other hand, if you're not targeting mobile, then it's even easier.

winter minnow
#

On the third hand, genshin impact devs are wicked good at optimization

rose sentinel
#

Good thing I migrated my entire project to URP before starting to work on terrain. 🥲

timber tulip
#

Any tips/cheats on creating a fairly downward linear like hill? I'm trying to make a generic snowboarding game that has one hill going down that i can fill with jumps. I'm using the terrain editor, but this is proving to be way more difficult than I expected. Any other options?

winter minnow
mossy swan
#

I've been doing some GPU profiling and noticed that Camera.RenderSkybox increases by around 5x when a terrain is being drawn vs when one isn't. Any idea why that would be?

barren oak
#

(it's also free, or at least the part of it that you need here is)

timber tulip
timber tulip
placid apex
#

how can I import

#

the terrain

#

into my project?

real kestrel
#

Hello, do you know where I could have an island ??

barren oak
placid apex
tranquil kestrel
#

Hello, I'm kinda new to making games but I seem to have a problem with the unity brush system when trying to sculpt my terrain.

#

Does anyone know if there is another way to get the hotkeys to work? I can't rotate my brush or change the size or opacity with the hotkeys

rose sentinel
#

Is it possible to upgrade Unity terrain to URP? Or just normal materials.

thorny swift
#

I don't know about any auto upgrade, all of the times it got broken for me, but maybe its already out somewhere not sure

rose sentinel
#

Thnx👍

ionic pasture
#

Need help, currently studying Terrain in Unity, Just want to ask if its normal for the trees or grass to not appear when my camera is far from it

ionic pasture
#

anyone?

barren oak
#

it's an intentional performance optimization

ionic pasture
#

Yup already played with LOD and finally fixed, I still have the problem for the grasses appearing red, or the grass LOD group not supported. Probably will ask more later when I woke up. UnityChanSleepy

ornate bridge
#

hey is there a way to set a loading distance in order to make my game lighter?

ionic pasture
hard fossil
# rose sentinel I got no idea on how to make cliffs like that using Unity terrain. I could add s...

Same,
I saw this and I still can't find a way to make such beautiful terrains
https://youtu.be/2E_Kx9ROX08

Hi and thanks for joining me in this devlog video! In this video I do some level design, I improve climbing for the player creature and I also add a couple new alien animals to the game.

In case anyone is wondering;
the smoke was a motion tracked simulation (my laptop wasn't actually on fire) and you can't actually drag code directly into the ...

▶ Play video
#

(3:36)

#

i really want to start working on my game and that's the only problem that is driving my motivation away

grizzled pewter
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How do I texture my terain

grizzled pewter
#

?

primal kiln
#

@grizzled pewter I use the Terrain Tools asset pack from the store. Brackeys does a decent enough tutorial on using it to create and texture your terrains.

https://www.youtube.com/watch?v=MWQv2Bagwgk

Let's have a look at the new Terrain System in Unity!

● Learn more: https://ole.unity.com/TerrainTools

● Terrain Samples: https://bit.ly/2Y25AEX
····················································································

♥ Subscribe: http://bit.ly/1kMekJV

👕 Check out Line of Code! https://lineofcode.io/

● Join our Discord: https:/...

▶ Play video
rustic hearth
grizzled pewter
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ok

rose sentinel
#

so I duplicated terrains
but now when I add and paint a terrain layer to one, it adds it to all
how do I stop this?
please @ me if you can help me

barren oak
naive parcel
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Anyone know how to help with Polybrush? I have an issue where I can't paint on my material (in normal unity 3d project), even though it's set to the correct polybrush vertex color shader. I tried painting colors in URP unity project having the polybrush URP shader and it worked, but not in my normal unity project, where I need it working.

rose sentinel
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@barren oak How do I unlink them?

barren oak
rose sentinel
rose sentinel
#

Is there a keyboard shortcut to create terrains?

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right now i'm manually clicking the create terrain button

rose dew
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My terrain went invisible and I have no idea why. I aligned the camera where it needed to be and hit play and it vanished. I'm using URP and a single standard unity camera though the terrain is invisible in both scene and game view. I also moved the terrain folder but I don't know it that makes any difference. The texture file is still being picked up by the terrain component. When I go to paint mode, the terrain is visible when highlighted by the brush but otherwise is entirely invisible. Any advice?

shut venture
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So I recently just made grass in my hobby project. Its more of a stylized grass so I loaded it into the terrain trees tool, and I am getting this weird circular glow on the grass I am close to and then outside the sphere looks awkwardly discolored. Anyone have a idea why this is happening? I have use process of elimination and deduces it has something to do with the terrain trees tool because if I place the grass manually I don't have the issue. Is there a built in LOD feature in terrain trees that you cant edit?

long ridge
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Hi new here can you make floating land masses in base unity?

barren oak
grizzled pewter
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why can i not see terrain tools?

winter carbon
winter carbon
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Terrain tools is coming out of preview in 2021.2, and so will be visible to everybody from then on.

winter carbon
grizzled pewter
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just got it. Thanks!

potent blaze
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hey, unity duplicated my splatmaps for some reason, covering the actual map. how do i fix this?

rose sentinel
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Hi I have a road system using road architect. I want to line the roads with grass, but I have more than 30000+ meters in road so if I use the traditional paint tool for grass, it is too slow. Is there another way to paint that's more efficient?

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Basically is there an easier way to paint large amounts of terrain accurately?

rustic hearth
crude quartz
naive parcel
sonic basin
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hi . um we have a big problem.
i modeled my own Rock and Grass and when im painting these models as Detail on terrian it lock like this .
How can i fix it ?
(this image is not mine but i have same problem)

drifting crown
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@sonic basin Did you follow any of the tutorials on how to paint the terrain?

drifting crown
#

You have to be more specific. You can assume that under normal condition everything works properly, especially when you follow a tutorial. So you need to indicate what you are doing differently.

#

Note which render pipeline you are using and if materials are setup properly for it

sonic basin
drifting crown
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Does it work if you create a clean new project and just follow a tutorial?

sonic basin
#

btw its my own Model . i made it in Blender

drifting crown
#

Then you likely not using correct shader mode.

#

If you assets used in a tutorial does it work?

sonic basin
#

trees are working correctly

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if i paint grass/rock As Tree its working

sonic basin
#

but i wanna use my own models

drifting crown
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Yea, I never use terrains someone might point out proper shader to use for custom models. Make sure their UV in order and there should be a tutorial for importing own assets in terrain as well.

sonic basin
pine hatch
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Hi, im using Unity default terrain shader/material, and it works in the editor, like shown in the left. But when I build the game, the checker material doesnt render or show up. I tried creating that material and its the same output. Other materials/textures work fine. Anyone know whats the problem?

hasty moon
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Hello! I need to update these bush prefab metariels to hdrp, but i dont know how to access the materials in this one, cause usually they have the lil expand arrow and these have FOD settings if i double click

sly idol
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Hello, is it possible to somehow give trees a different tag from the rest of the terrain collider? I tried copying the collider to a separate game object, but as expected, it also creates a second terrain collider with the different tag, and it breaks my game badly. Any ideas on how to deal with this? Thanks in advance

winter minnow
reef stone
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Hoping someone can help me here. I need to offset the Sand dune shader that we have, to match up with the chunks in the terrain generation. But i have never really worked with shaders, so i am hoping someone here can help me on how i offset the shader.

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So i am not sure, since i have not worked with shaders before, but i would imagine that i would simply need to offset the starting point of the shader by the offset of each chunk that is being generated. I ofcourse know my offset of the chunks, but how do i translate that to the material that is being applied? I found the code for "material.SetTextureOffset" but i have not been able to get any results using that. But i am also not strong on this topic :) Hoping someone can enlighten me.

ivory mauve
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how do I add a custom paint so I can paint on my texture

ivory mauve
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how d oI download terrain tools in untiy 2020.1.13f

hasty moon
#

how do i update prefab materials that dont have inspector content?

ivory mauve
#

For some reason my player(a capsule) jumps low and high randomly the ground is terrain

ivory mauve
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thnk

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how do I get the trees unity has for the terrain editor

ivory mauve
grizzled pewter
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does anyone know what this means

grizzled pewter
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also i impoted this grass mesh and its not textured

tribal prairie
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You have no material on it 🤦‍♂️

grizzled pewter
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sorry im not very good at this

tribal prairie
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You need to add a material with the texture

grizzled pewter
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When I imported the other ones they came with a texture that's why I was wondering sorry

rose sentinel
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Hi, I am trying to make a nice terrain, but I am really bad at it, so I am trying thru internet or photshop etc. can anyone help me?

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@signal sphinx Do you think its easier with a photoshop program?

signal sphinx
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A quick, simple, not very realistic one is easier with photoshop

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It will also get you started and you could make a better one later when you decide you need it

rose sentinel
#

I do want to make a quality map, but I can always adjust in game

#

How do you think I should start?

signal sphinx
#

I think you should start with a really bad quality terrain and get your game WORKING

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and then you should make a good terrain for it

#

though you might want to think about copyright when you do that

#

You might find, playtesting on a terrain, that a certain style or formation doesn't really work in your game. It would be a shame to have spent hours making a good one before you discover that

ivory mauve
dusty dome
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Hello I don't know why but when I'm trying to paint texture on my terrain, nothing appears

#

:c

rose dew
# winter carbon Could you check to see if the 'Draw' checkbox on your terrain settings has been...

so I know I'm really late responding but apparently in trying to make the terrain a material, (not realising that it isn't possible without a specialised shader) I removed the material from the terrain and never put it back... I didn't realise until I'd created another terrain and cross referenced them. I spent 3 hours searching for the solution to a problem when I could have just made a new, different terrain in 10 minutes. Moral of the story... work smart... not hard

rose dew
dusty dome
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oh so I can't paint on my terrain with a special shader

rose dew
# dusty dome oh so I can't paint on my terrain with a special shader

oh if you have a special shader that you've written then you should assign a material under that shader to the terrain. If you haven't written a shader then that's fine. You can still use the texture on the terrain but it still needs to have a material assigned to it. Default material. can you send a screenshot of the terrain settings?

#

ah, I see you're using a toon shader. I have no idea how shaders interact with terrain to be honest with you. This might be a question that #archived-shaders could better help with. This channel tends not to be that active

dusty dome
#

okay Ima ask

#

ty

winter carbon
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The terrain shader uses the so-called 'splat map' to determine which textures to blend when you paint. Most normal shaders don't do that, so will not support texture painting when applied to a terrain. It is possible to write custom terrain shaders.

potent blaze
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Hey there I'm looking for suggestions,

I'm looking for an asset that handles vegetation in Unity. I tried Vegetation Studio Pro, and I like the placement functionalities and especially the performance optimisations, but it seems far too complex for my needs, and I cant work out how to properly use it. Vegetation Studio Pro seems very focused on automatic placement, but I only need manual placement functionality and some kind of performance optimisation, no other features. Should I just bite my tongue and learn Vegetation Studio Pro, or are there better fitting assets for my needs?

I'm using URP btw.

wispy token
ivory mauve
#

I'm trying to place down a mesh I made using the flower section but these keep coming up here is configuration

winter minnow
vivid crow
#

hey , i know this only kidna relates to terrain but , i was used to right clicking and an eye symbol appearing that lets me observe the scene , now its a hand that moves the scene camera , any idea how to make it eye again ?

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now that i looked more into it , there are 3 modes for hand tool , moving , orbiting and zooming , for some reason i can no longer orbit even if i press alt , anyone knows anything ?

strong fox
#

Not sure if this is the right chat for it but; I have a question about LODs and prefabs. I am building out a cityscape and I want to add details to the city such as barrels and vases/pots. I've made 3 LOD levels for every object including the buildings. Should I bundle the details with the building prefabs? Is this performant? This would make each building very very similar. Or does it not matter, (Since I have LODs for each item anyway) that I not bundle them with the prefabs and just place them how I want across the cityscape?

winter minnow
strong fox
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Sorry I wasn't clear. I have 10 buildings each with 3 levels of LOD. Each building has been made into a prefab. They are are all "bare" as in they have no props on them. I also have a number of props that I created like the barrels in the above photo which also all have 3 levels of LOD each and have in turn also been turned into prefabs.

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My question being, should I put the prop prefabs as childen of the builldings? Is there a benefit to doing that over let's say not creating a hierarchy of prefabs within prefabs

winter minnow
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I can't think of any issues with having prefabs as children of other prefabs

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You could even have prefab variants of the buildings that are decorated differently with the barrel prefabs

strong fox
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Is there a benefit to doing this over lets say not parenting them?

winter minnow
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It's a convenient way to re-use assets quickly, as prefabing usually is

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Plus if you need to instantiate or destroy the buildings at runtime, you can get the children in the same process

strong fox
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Ahhh... so in that case it would be more performant to do it that way.

winter minnow
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It's mostly just a matter of convenience for what you want to do how the prefabs and their hierarchies are set up, there's no any hard and fast rules

strong fox
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I'm trying to build out a moderately sized city, I don't really mind being tedious and placing every barrel and pot across the whole city if there isn't really much of a performance benefit/hit to not parenting the prefabs.