#⛰️┃terrain-3d

1 messages · Page 20 of 1

winter minnow
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Yea, I don't think having prefab hierarchies adds any cost
Does save you time, though

strong fox
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I think I'll take your advice, and make a couple prefab variants decorated differently for each building and then throw in a couple non-parented prop prefabs sprinkled around the scene.

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Thanks so much for the advice!

ivory mauve
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I did what it told me but it doesn't work

winter minnow
ivory mauve
winter minnow
grizzled wigeon
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Why is it that terrain tools is not appearing in the windows tab? I want to create new terrain without using 3d objects.

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because my terrain is turning up like this on 3d objects:

rose sentinel
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I'm a beginner so I don't know if there is an easy fix or not, but when I increase the tiling option to make the textures smaller it does this:

ivory mauve
winter minnow
winter minnow
woven citrus
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Does anyone know how to make visual brush rendering like that? I am working on trees editor so you can plant them, but idk how to make brush size visual.

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I mean i dont know how to make projector following cursor. I can use raycasting from screen, but it is too expensive

maiden lichen
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@woven citrus you mean a custom brush?

woven citrus
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It is not connected to terrain system. I just want to make this effect

maiden lichen
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when i made it for my custom brush tool i used gizmos

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its more optimized and much easier to setup

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just make ur own gizmo script

woven citrus
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Can you tell more about it?

maiden lichen
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you cant use the projector

woven citrus
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Yeah, i know about projector

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But the problem is how to attach it to cursor

maiden lichen
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yea it doesnt work. i thought of it back then too but it doesnt really work and its less efficient

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with gizmos. you can draw any shape on to the editor

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and have it work just like the brush you sent a screenshot of

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what you gotta do is get the cursors position to world

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so screenpointToWorld

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and then set the gizmo in a update loop to that position

woven citrus
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but wait. It will draw in the mouse position in camera, not on the terrain, right?

maiden lichen
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?

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where ever your cursor is. it will draw it there in the relative position

woven citrus
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If i just make mouse pos global it will be in camera?

maiden lichen
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i dont completly understand what youre asking.

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But screenpoint to world

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it gets the position of your cursor. but returns the relative position in world space

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meaning the shape would be in the world

woven citrus
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what exactly does gizmos do? does it draw shapes on screen?

maiden lichen
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Everything you use in the editor is gizmos

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when you drag a cube around

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when you rotate the light. those handles that let you rotate are gizmos

woven citrus
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okay, i'll try it. Thanks a lot

maiden lichen
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no worries

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@woven citrus here's a video with an early version of my brush tool. you can see the gizmo brush i made there

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To make sure its what youre looking for of course

woven citrus
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Wow, yes, that is exactly what I need. Thank you very very VERY much:D

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But how did you draw it? I didnt actually see the drawing code)

tribal canyon
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General noob question. When people build levels from assets and stuff, is it pretty normal for the designer to build the entire level world, and then go back in and redo the colliders for optimization?

maiden lichen
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@woven citrus i dont have the script showing there but i can send it if youd like

maiden lichen
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and usually levels are made and taken care of by the environment artist making and setting up the assets. the idea of a level designer isnt something ive personally come across often but in simple words. The collision is set with the assets, and not really remade after the level is done for any other reason than gameplay

tribal canyon
dim thistle
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Is there any reason to use "Paint Detail" on a terrain? I think I can just use "Paint Trees" for everything (including grass) and it's more flexible

maiden lichen
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But since i dont know much about the game youre making, i will assume it doesnt involve many complex scripts or complex shaders, networking, etc... So its fine to stick with your meshcolliders for now. But in the future when you make your own assets or maybe even use assets that are made for more complex and performance demanding projects, then you can take more time setting up the collisions by hand

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But for now as far as my knowledge about the project goes, i think youre safe to just have fun with it and not worry about performance much if at all. Maybe draw calls but not sure as ive already said, dont know enough about the project but you should be fine

snow current
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Hello everyone! I have this weird problem regarding the trees placed by the tree brush: the billboarding is...wrong to say the least. In the top half, I unchecked the "Convert Units" checkbox because the trees are...so small they aren't even visible (bottom half-Convert Units checked). The billboarding in the second pic may be the correct size, but the trees for sure aren't. I've tried following Unity's warning: to use the soft occlusion shader, but that only makes them pink (might have to do with URP?).
I've tried looking online for any way to solve this, but I haven't found anything. Does anyone know some way I could fix those trees?

maiden lichen
snow current
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yep, they're exported from blender. I had to rotate them already so I wouldn't have them laying on the floor. Could you tell me what am I supposed to modify? the scale was brought to 1 1 1, so uh...might take a while to do something about that

maiden lichen
snow current
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alright, will do so. I will return if I can't fix it probably Eyes but thanks for the help anyways!

strange wave
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This is a Mesh Collider question. When I add the matching mesh for this forest ground, the mesh always attaches in this vertical angle. Same for other materials in this pack from what I've seen and tested.

Is there a way for me to separately rotate the mesh to match the position of the material?

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When I use the rotate tool, it rotates the mesh and material together. So that's out.

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Okay, so what I ended up doing is creating an empty object and added the Mesh Collider component to it. Making it completely separate from the ground material. Duplicated it once and used CTRL to position it incrementally. It works well enough.

Now I'm thinking of how to easily and efficiently duplicate and move the mesh into position while being able to see the unselected meshes as reference since an unselected mesh isn't visible. If that makes sense.

woven citrus
raven pond
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Im looking for mobile friendly nature environments. Preferably realistic looking but still low poly(not style) / performant

maiden lichen
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Its a camera function. Now unity with in its self has a camera constantly for the editor that allows you to navigate around the scene while editing. So you can use that if you want to draw the circle in editor. But if you want it in game, you can use the Game camera.

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ScreenPointToWorld is basically raycasting, but, it lets you shoot a ray from your cursor in to the world.

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So you input a vec2 and it returns a vec3

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That vec3 then can be used to draw the gizmo on the correct postion

woven citrus
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But it is so expensive to do it every frame

maiden lichen
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No not really

woven citrus
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To raycast

maiden lichen
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Since its in an update loop, it does it every tick

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So not every frame. But lets assume that the tick rate is every 40 milliseconds. then it does it every milliseconds.

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Just like anything else you have in an update function

woven citrus
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okay, i'll try it again

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btw whats the difference between drawing gizmo and using projector?

maiden lichen
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Projector is like a decal light. As far as i know, its not really realtime in unity. So you cant really access it through scrip to alter position

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But in all scenarios, gizmos are much better. They are more optimized and they get the job done at all levels

woven citrus
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Aa, okay, now it makes sence

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thanks

maiden lichen
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No worries. im looking for my gizmo script to share it. il send it if i find it

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

public class Brush_Standard : ScriptableObject
{
    public void drawBrush(Vector3 Pos, Quaternion norm, float radius)
    {
        Handles.color = new Color(0.15f,0.15f,0.15f,0.5f);
        Handles.DrawSolidDisc(Pos, norm.eulerAngles, radius);
    }
}
woven citrus
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I thought i need to use Gizmos class

maiden lichen
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well it depends, this is for the editor. It works with out starting the game

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But it should work in game too, try it.

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    private void getMousePos(SceneView sceneview)
    {
        Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);

        if (Physics.Raycast(ray, out hitInfo, rayDist))
        {
            objNorm = Quaternion.Euler(hitInfo.normal);
        }
    }
woven citrus
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i'll use your code:D just for test

maiden lichen
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XD np

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But that other code is how to get the cursor to world but from with in the editor. not in game. in game it wouldnt work

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you would have to use screenPointToWorld

woven citrus
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why do you convert normal eulers to quaternion if you need eulers?)

maiden lichen
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I need the normal of the face

woven citrus
maiden lichen
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To set the direction of the circle so its aligned with the face of the object

maiden lichen
woven citrus
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but you can use Vector3 not Quaternion

maiden lichen
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DrawSolidDisc required a eulerAngles value if i havent forgotten

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for the direction.

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If vec3 works then sure but in my case i cant remember why i used quaternion haha. it was many months ago

woven citrus
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XD

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how to put here the code?

maiden lichen
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use `

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three times

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then paste the code

woven citrus
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without cs?

maiden lichen
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?

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well you can if you want highlighting

woven citrus
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it is usually '''cs //code'''

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okay

maiden lichen
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`x3 csharp

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// code

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`x3

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i cant write it properly cz then it wont show

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but its 3 of that weird comma

woven citrus
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'''cs '''

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arghh

maiden lichen
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yes

drifting crown
maiden lichen
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but wrong comma

woven citrus
maiden lichen
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Its wrong sign

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correct formating

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but wrong sign

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`

woven citrus
woven citrus
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if (Event.current != null)
            {
                Debug.Log("drawing");

                Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
                RaycastHit screenHit;
                Physics.Raycast(ray, out screenHit, 10);

                drawBrush(screenHit.point, screenHit.normal, 5);
            }
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idk whats the problem with tabs

maiden lichen
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nah its fine dont worry about it.

woven citrus
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anyway I thought that when i mouse cursor current event isnt null

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but it doesnt work when i move it

maiden lichen
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Well if i unserstand correctly, and youre going to have it in editor. you have to use editorDelegate

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Its like a seperate thread loop

woven citrus
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what the editor delegate?

maiden lichen
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    [InitializeOnLoadMethod]
    public void castRay(bool isTrue)
    {
        if (isTrue)
        {
            SceneView.duringSceneGui += getMousePos;
            SceneView.duringSceneGui += raycastFromCursor;
            SceneView.duringSceneGui +=  drawInstance;
        }
        else
        {
            SceneView.duringSceneGui -= getMousePos;
            SceneView.duringSceneGui -= raycastFromCursor;
            SceneView.duringSceneGui -= drawInstance;
        }
    }
woven citrus
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aa

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yeah, i know it

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okay, thanks

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i'll try it)

maiden lichen
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    private void raycastFromCursor(SceneView sceneview)
    {
        try
        {
            brush01.drawBrush(hitInfo.point, objNorm, brushSizeSlider_Value);
        }
        catch (System.Exception e)
        {
            Debug.LogError(e);
            throw;
        }
    }
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Now this part is the one that actually draws the brush

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It calls the seperate script with the gizmo on it. and draws it in to pos

woven citrus
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eey

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it works

maiden lichen
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there we go XD

woven citrus
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thank you very very very much

maiden lichen
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no worries

woven citrus
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waait

maiden lichen
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?

woven citrus
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why does it work only when i rotate my editor camera?

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it seems that when i just move cursor it doesnt call

maiden lichen
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Thats when the function is being called could be why

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Im assuming youre still using the mouse event

woven citrus
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yes

maiden lichen
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There you go

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XD

woven citrus
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when i move cursor it redraws circle in the correct position in a few seconds

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but when i hold the right mouse btn and rotate camera it works

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it also works when i click any buttons

maiden lichen
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Its because of the mouse event

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You need to use a different way

woven citrus
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which one?

maiden lichen
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Well can you try and debug the mouse pos from the rayFunction

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And then check if it gets updated even when the circle isnt being drawn

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If it is updating. Then its the drawbrush thats the one you need to change. you want it to be running constantly. not just on mouseEventTrigger

woven citrus
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i have a function OnSceneGUI that is subscribed for SceneView.duringSceneGui and it actually works right

maiden lichen
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yea just a second though

maiden lichen
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When you input an event from the mouse, it redraws. Thats why OnSceneGui gets fired again

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Thats why it works when youre moving

woven citrus
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okay, i'll debug

maiden lichen
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when you change the scene it redraws

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with what

woven citrus
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so what is the delegate i need to use?

maiden lichen
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So youre help is more "looking for people to work for free on my project" type of help

maiden lichen
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OnSceneGui is a event type

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DuringSceneGui is the correct delegate

woven citrus
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i am currently using DuringSceneGui -_-

maiden lichen
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?

woven citrus
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i just named my function OnSceneGUI

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but it is subscribed to DuringSceneGui

maiden lichen
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You jack ass hahahaha. OnSceneGui is an actuall function

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built in

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Its like OnEnable

woven citrus
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SceneView.duringSceneGui += OnSceneGUI;

woven citrus
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okaay

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i am stupid

maiden lichen
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dont worry about it.

woven citrus
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no

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i have right function

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private void OnSceneGUI(SceneView sceneView)
{
SceneGUI();
}

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So i subed this function to call my function that names SceneGui

maiden lichen
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Weird. i could be wrong about this one. I remember OnSceneGui being a built in function

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Like void start and void onEnable

woven citrus
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hm

maiden lichen
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Alright. so il get rid of that idea.

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So lets think. the duringSceneGUI is what's calling that function right

woven citrus
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yep

maiden lichen
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But do you have a -= OnSceneGUI

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That gets rid of it?

woven citrus
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sure

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it is in OnDestroy

maiden lichen
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So can you debug when onDestroy gets called

woven citrus
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okay

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no, i have onDisable, but its quite same

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waait

maiden lichen
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Well im trying to check if onDestroy gets called randomly during scene

woven citrus
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i just forgot to tell you that i have a window class

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not editor

maiden lichen
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? im super confused now haha

woven citrus
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it has other functions

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ohh

maiden lichen
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Well lets not ruin anything. the script works

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its just firing incorrectly. Thats what we need to debug. keep focus on that

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it cant be anything else

woven citrus
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okay

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it may sound funny but it loggs correctly whenever i move cursor

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but it draws when i do NOT move it

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its wierd

maiden lichen
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What hahaha

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how

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Like if it worked when you use the cursor then it makes sense

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But when youre not moving??

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well wait. could be just a stuck frame

woven citrus
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wdym?

maiden lichen
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You stopped inputing but it kept the last position data

woven citrus
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it seems to be right

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cause it is not a random issue

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hmm

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Event.current.mousePosition works fine

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i logged it and everything is okay

maiden lichen
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Alright youre on your own on this one haha. i just woke up my brain is slow haha

woven citrus
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alright:)

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it is already better than without it at all, so thanks

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but i will try to make it perfect)

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the function that only draws circle in the right place works fine, but it does not draw ¯_(ツ)_/¯

maiden lichen
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Its just the trigger im sure. Just need to figure out when to call.

woven citrus
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but it calls fine

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i see it in a console, that when i move mouse it loggs

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can it be a problem of Handles.DrawSolidDisc(Pos, norm, radius);?

maiden lichen
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doubt, but not sure

arctic elm
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hey

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I have an issue with terrain vegetation. my entire terrain is 5x5 tiles or 25 tiles total

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when I paint some trees on one tile, I have to add the tree in the tree list

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but when I move to another tile, each tile has its own tree list and I have to readd it. is this normal? is there a way to use the same tree list for all my tiles?

fervent hatch
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what are the commands to access and change the texture of a terrain detail (like grass) in real time, using a script?

dusty dome
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Hello, is there any way to paint on a terrain with a custom (toon) shader ?

fervent hatch
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just create a material with the shader, then set it to the terrain

winter minnow
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I believe the terrain shader is a normal lit shader with the ability to use splatmaps to blend multiple textures
Unless you know how to convert the toon terrain into that system, it might not work out

ivory mauve
#

I have a map made with terrain and I want to make it a bit bigger to make a border but I don't want to stretch the stuff that is already on it how can I stretch it without stretching the terrain already on it

mellow hatch
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Hi is there a way to get rid of this gray box at the bottom? It doesn't seem to be a game object that can be disabled. If a player goes far enough in my terrain, they will see this:

winter minnow
silver lance
#

hmmm is there a way to blend a cube into a plane so that there are no hard line edges between them?

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I am trying to put a dirt patch on a grass plane and want to soften the edges a bit.

rose sentinel
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Is there any performance difference between making a 10k by 10k terrain or making 100 terrain plots of 1k by 1k each?

woven citrus
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@maiden lichen I found the solution of my problem, so if you are interested in that: scene did not repaint when i move cursor, so i needed to add SceneView.RepaintAll(); into the draw brush function)

pine mural
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Grass that doesn't kill fps. Has anyone figured this one out yet?

scarlet temple
#

I have this package called digger...but always when I want to use it my console says

MissingReferenceException: The object of type 'Terrain' has been destroyed but you are still trying to access it.

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and how can I uninstall it :/

rose sentinel
rose sentinel
#

Hey does anyone know any good terrain tutorials that are updated for the more recent versions of Unity? I keep trying to find one but they all are a bit outdated

rose sentinel
#

What does this error mean?

proven shuttle
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That means whatever you're trying to access has a value of null. @rose sentinel

ashen ridge
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How do I create terrain?

undone lark
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Create a terrain asset and get creating.

elfin niche
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@marble sentinel is it this one?

marble sentinel
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nope

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thats the brush pack

elfin niche
#

oh

marble sentinel
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have you preview packages enabled?

elfin niche
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not sure

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how do i do that

marble sentinel
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Terrain Tools is a preview package so you need to enable it

elfin niche
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how do i enable it

marble sentinel
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Edit -> Project Settings
Find Package Manager in the window hierarchy
Check the Enable Preview Packages box
Click I understand

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do you use 2020.2 or earlier?

elfin niche
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i enabled it

marble sentinel
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ok

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now go and get Terrain Tools

elfin niche
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where?

marble sentinel
elfin niche
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installing

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ah yes. it worked. thank you very much!

marble sentinel
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no problem

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happened to me a few times as well until i realized that i downloaded brushes and features and not the actual tool

minor jetty
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Is there any way I can fix this?

elfin niche
#

@marble sentinel help. i did something. no matter what strength i choose on the brush it only raise the terrain like 0,5 tiles then stop

marble sentinel
#

and what do youu mean by "stop"

elfin niche
marble sentinel
#

ok

elfin niche
marble sentinel
#

does it not brush at all or is it clamped at that height?

elfin niche
#

it raises it a little bit. like less than a tile

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this much

marble sentinel
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increase this

elfin niche
#

i have

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no difference

marble sentinel
#

what is your terrain height?

elfin niche
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1

marble sentinel
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uhm

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thats the max height your terrain does

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so it can't goi beyond that

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increase that 😂

elfin niche
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oh really. ok. i dont know why it worked before then xD

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ty again my friend

marble sentinel
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1 is not the standard a terrain is created with so you probably fiddled around and messed it up somehow ^^

elfin niche
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i thought it was how thick it was

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so i changed it

marble sentinel
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nope^^

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see it as the bounding box of your terrain

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can't go beyond that

solemn harness
#

I need some help I'm trying to design a town inside a mountain and I'm wanting the mountain to not be like a straight up wall that way the texture doesn't look stretched out but like I've tried lowering the terrain but it never does it nicely

winter minnow
solemn harness
#

So it's a mountain and it's on the side of it

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@winter minnow

winter minnow
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The terrain system is based on a height map, so any sharp drops will inevitably become stretchy

solemn harness
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Yeah I finally got that handled I just need to set opacity down and slowly lower my terrain I used a triplanar to fix it

winter minnow
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Triplanar mapping is a good call

solemn harness
#

Haha thanks

rose sentinel
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anyone know how to bake the shadow of terrain painted trees? that are basically sprites because of LODs. the mesh tree and cube cast shadows but the painted trees dont

wild pewter
#

Hello, does anyone know if there is a normalize function for the alphamaps? Unity is doing that when you remove a layer, but i cant find a way t oreplicate that effect by code... here is an example of a broken alphamap that gets fixed by adding and then removing a layer, so SOMETHING is going on in the background and i really need to figure out what

upbeat solar
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no matter what i do, my heightmaps just dontwork

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totally flat

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(as a png)

upbeat solar
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nvm fixed

winter minnow
upbeat solar
#

i would if i knew

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it literally just randomly started working

spiral hawk
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Anyone know any reason why my terrain is not allowing me to paint any detail meshes or textures?
it lets me add them and select them but doesnt show anything at all on the terrain.

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these are my settings currently... anything anyone can see causing the issue

wary sparrow
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Hi, When painting a terrain is it possible to hide layers so they are not shown in the Scene view?

crimson needle
crimson needle
wary sparrow
#

@crimson needle The texture layers like rock, sand etc. The built in

crimson needle
wary sparrow
#

I was asking as It would make it easier to see what you are painting.

spiral hawk
wary sparrow
#

Or what you already have painted

spiral hawk
fervent hatch
#

it seems like my grass is not using dry and healthy colors

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is it normal?

rich charm
#

hello people i m trying to just turn off the 4 parts of the terrain once the player collider , triggers the "ontriggerEnter" on the collider script ... but everytime ... it turns off the terrain , stops my game and this erros pop's ... what could be causing this issue?

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i tryed ... run the game , and just untick it during the gameplay and nothing happens ... it just turns it off and on ...

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i dunno why with the script this is happening

mild solar
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I set 9000x20000 terrain and my brush looks oval.

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How can I fix that and make it round?

winter minnow
#

Don't remember what it was called

mild solar
#

Thanks.

winter minnow
# mild solar Thanks.

It's "create neighbor terrains" but looks like your version doesn't have it
2017 is really old and the terrain system has gotten big improvements since

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...at least doesn't have it by that name

mild solar
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I use it since I play VRchat and it uses that 2017 version.

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Guess I'll need unity hub for both latest and 2017 versions.

delicate pivot
#

hey guys, I see videos where they stack rocks one on top of each other and using mesh colliders. Is that approach fundamentally wrong in terms of performance or is there something that I'm missing?

winter minnow
arctic spruce
barren oak
odd fern
#

Hey, total noob here, I can't seem to use any brushes on terrain and have the message "the brush is read-only." How do I make my brushes write again? terrain collider was off

arctic spruce
barren oak
arctic spruce
barren oak
#

Yeah it's LOD settings

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I think on the terrain?

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Or maybe the tree prefab

arctic spruce
#

I have them on max here

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nvm, I am an idiot

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Its the bilboard start

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Just had to increase that and it worked

solemn harness
#

So I'm new to unity and I'm wondering if there is a way to set certain terrain textures to automatically apply at certain heights? That way it'll look more natural instead of me painting it and over doing with certain textures

sudden burrow
#

Is this map using tile palette?

odd fern
odd fern
#

anyone have tips/tricks for making this view look more photorealistic?

dawn spruce
#

Have no suggestions though

odd fern
dawn spruce
#

aha

odd fern
#

I'd say about 10 gridspaces away at a minimum

dawn spruce
#

Graphics aren't really my thing, I'm only recently experimenting with Post Processing and basic terrain sculpting, it's embarrassing

odd fern
#

I have experience in blender and roblox so i figured it was time for me to finally use unity and do something "real"

dawn spruce
#

But I got the bit where you shit on Unity's grass, so that should explain my reply 😄

dawn spruce
odd fern
#

also do you know how I can put grass on non-terrain meshes?

dawn spruce
#

even if your grass is a texture2D (i think)

odd fern
#

can i use a brush for it?

dawn spruce
#

never tried to put grass on non-terrain meshes

#

i usually google things i'm trying to learn, actually, that's the only way to learn 😆

Man.. imagine if we didn't have google

Oh god... we'd be on Bing!

odd fern
#

hey man don't diss bing it has

#

occasional useful purposes

viral schooner
#

I hate importing from Blender to Unity... this was supposed to be a forest terrain

minor bluff
#

Hmmmmm

#

DISASTER

#

looks like there was an avalanch and a fllod at the same time

viral schooner
#

it's a nightmare lol

desert sun
barren oak
#

What did it look like in Blender?

viral schooner
viral schooner
#

but i think since blender to unity has some weird -90 rotation bug maybe all my trees just splattered

barren oak
#

and you have to account for that in the export

#

but your trees don't look rotated, they look.. flattened 🤔

viral schooner
#

yeah

#

i don't know much about it but I ended up using Unity terrain

ivory mauve
#

I'm trying to place a rock using terrain but it's not coming in the scene and no error is coming

wraith shadow
#

Am I missing something here? Is there more to Unity's terrain system?

#

At this point Unity's terrain is out of the question. Blender is just so much more feature complete than this

winter minnow
#

Blender gives you more power if you know how to use it, as in most situations

#

Terrain's advantage is that it comes ready with chunks, LODs and instancing

#

But on the forums some say that coding your own version of those for mesh renderers would be faster, but then it's on you to make the texture painting and layering shaders too

#

And grass and trees

left jackal
#

Cheers

upbeat solar
wraith shadow
#

I've taken to using ProBuilder to block it out, then importing to Blender to create the final product. I still haven't gotten to the exporting phase, but so far ProBuilder is great

left briar
#

Why does my blender object makes my project laggy?

winter minnow
#

How many verts does it have

left briar
#

Is that important?

left briar
winter minnow
#

If it's a mesh with millions of verts it might not be a mystery why it seems laggy

left briar
#

Yeah, that could be the problem

pine crystal
#

How do I add a material to terrain?

trim fern
#

Go to texture paint option

#

And add new layer

#

Rest is self explanatory

lime relic
#

Humm... is it a feature or a bug when the terrain is not occlusion culling properly? I'm really suspecting that the game is rendering everything behind a hill due to a poor performance.

winter minnow
#

I think occlusion culling only happens with baked occluders but I'm not entirely sure

ornate yarrow
#

tips for 2d level designing?

winter minnow
ornate yarrow
#

I want to create a simple game, just cubes

winter minnow
#

Platformer? Top-down?

ornate yarrow
#

Platformer

#

I tried to create a sky for it and turned out pretty weird 😹

#

I want to create a simple Swordigo like game, but cubes

winter minnow
#

Something to always keep in mind with platformer level design is to base all level geometry around the player's movement abilities

#

Build a sort of "palette" of heights and chasms that the player can scale with relative ease
Most jumps shouldn't be ambiguous about whether they can be reached or not

#

It feels awkward if some walls are just barely too tall to be reached, or if some steps are just barely too tall to be walked over

ornate yarrow
#

I see

lime relic
trim fern
#

Is there any way to make terrain “details” with HDRP

coral anchor
#

Hi there! I'm reading a lot about using terrain to create the cliffs and mountains and didn't find the "best way" to make it, because i think I won't be able to create nice cliffs only using unity's terrain. Did you end up using the mixed approach (terrain + cliffs objects - like the digger asset says) or found a way to use only the terrain? Cheers!! 🙂

coral anchor
#

So... 3D Game Kit uses only meshes for the whole environment, without Unity's terrain, would that be a "best way" to create big scenes? (The asset has 2 scenes, but they aren't that big comparing with "open world-ish" scenarios...)

winter minnow
winter minnow
# coral anchor So... 3D Game Kit uses only meshes for the whole environment, without Unity's te...

How much optimization you need depends on your target platform and hardware
I don't know what optimization techniques the 3D game kit uses but you're probably going to need something extra if you're doing open world scale things
Unity's terrain already has instancing, tiling of some sort, LODs and all the same for foliage, but I believe it doesn't have chunk loading/unloading which you would have to implement yourself

coral anchor
#

What if I have a "city/some area" at the top of the cliff? Add another terrain or use the same? Or even if I have some steps at the cliff

coral anchor
winter minnow
coral anchor
#

Imagining that I have some scenario like these, how you'd you better build it? I mean, what part would be unity terrain and what part would be meshes? (Just created a random scenario @ blender, i think its easier to show an image than write what I'm trying to build)

#

green = walkable
gray = not walkable
blue = water ou roads

#

I'm struggling to think what would be the best approach

#

only the base (blue) as a terrain and everything else as meshes? Or the walkable area (green) as terrain with surrounded meshes? Or smth else?

#

and imagine that I might have some big mountains (with walkable places at the top)

coral anchor
#

maybe this one can show more higher places so its easier to actually see what I mean

hot lark
#

Does anyone know where I could perhaps find a tutorial to make my terrain do like this blend thing

sinful wren
#

Heyo, can someone here help me guiding me to the right direction to bake light with multiple terrains?

#

I tried googe for 3-4 hours with no success sadly, when I try to bake them all at once: unity crashes

#

when I deactivate all terrains and bake one, it works

#

but when I do it with another one, the first lightmap gets replaced

winter minnow
#

I can't tell what's the size of those cliffs, but if they aren't totally huge, then they can be frustum culled as separate objects, unlike one big continuous ground

ivory mauve
#

Going to make flowers but don't know how to make them for the terrain can anyone suggest

ivory mauve
#

found how

coral anchor
coral anchor
#

Thanks Patchi, really appreciate all the help!

winter minnow
#

Not a big hit probably, but if you use your own meshes, make sure they have LODs

coral anchor
rose sentinel
#

I have a question regarding terrain, if working on a big open world for rpg game, would you create 1 big terrain for entire world or create many "chunks" of terrain and load only those that are nearby?

low pecan
#

open world is super technical

#

not builtin to unity

rose sentinel
low pecan
#

then you need to export individual pieces to either scenes or prefabs and stream them in when required

#

like i said its pretty heavy work because its not builtin

#

you will want to write your own editor tools to accomplish a lot of grunt work

rose sentinel
#

how big a single chunk should be? I guess it depends on a lot of factors but just wondering

low pecan
#

the unity floating point math breaks the physics past 10000 in any direction

#

so you need to correct for that too by moving everything

#

its a pain

#

the normal terrain size is fine i think for a chunk

#

keep in mind you need to load 6 chunks at a time

#

to cover all views

#

around the current chunk

rose sentinel
low pecan
#

yeah its actually not just unity

#

its just floating point numbers break in accuracy

#

past that

#

5000 even allegedly

storm falcon
#

hi guys me and my friend are working on a survival game, hes highly experienced in these kind of things but diffrent time zones, so i wanted to ask, im made a procedural landmass generation but its mostly mountains now i want to mix this with flat land like a normal survival game, but the problem is where do i start.....

marble sentinel
#

i never tried to make a procedural landmass but from my logical perspective i'd start with figuring out where in the height map the large chunks of similar height values are and then find the average and set the average to smooth this points

#

that way you get your first plateaus

#

the edges of said chunks should be altered less strong to get a better fading

#

how you do it? no idea. am not a programmer. just started brainstorming

lime relic
#

I'm having problems with terrain texture's smoothing. The ground looks like it's under a plastic wrapper if the smoothing is enabled. Disabling fixes the issue but here's the thing: the setting always resets when I reboot the editor.

Is this a bug or am I missing something?

#

Here's the setting I mean.

#

Terrain without smoothing.

marble sentinel
#

the "Plastic" look is intended

#

The Smoothness is set in the Mask Map, and since you don't have a Mask Map unity needs to come up with a value (which is 1 by default)

#

which doesn't make it look like plastic but it makes it shiny and smooth which is kinda plastic

#

but i can't tell you why it resets the channel default value if you reboot. i don't think that is intended

lime relic
#

I see, that explains a lot. Thank you.

lime relic
#

Agh... it doesn't save mask maps either.

#

I've created the terrain with World Creator 2 + Bridge Tool. I wonder if Unity is somehow locked into those exported terrain values. Really bizzarre.

lime relic
#

Is this caused by metallic channel (R) in mask? For some reason it won't go away no matter what. The lack of URP documentation about the file formats and what not is puzzling.

lime relic
#

Freaking solved. I had to manually create a new terrain, duplicate the world creator bridge created files and modify those instead. What a great exporting tool...

ivory mauve
#

does anyone know how to stop leaves to light up all at once

#

when a light goes on the tree

ivory mauve
hazy shard
#

yeah

river steeple
#

Hey, I put trees on my terrain, however they are 1 single gameObject, when printing .name, it all returns Terrain. I don't like this since I would like to cut trees/interact with them. Is there any workaround?

rose sentinel
#

yes im here

#

my terrain brush is not working can anyone help me?

glad pine
earnest briar
#

My grass is being culled in chunks, but I want it to gradually fade away. Does anyone know how to do this?

wooden zenith
#

Hello. I'm in need of some help. So some context, i downloaded a package that essentialy help's me create roads on my map however i want it to be, however that requires that my terrain has unity's terrain system for it to work on. However i have allready created a terrain outside of unity (in blender) and i'm wondering is there a way to trick unity into using my allready made terrain to work with unity terrain?

winter minnow
wooden zenith
winter minnow
wooden zenith
#

@winter minnow found it. The strange part is im looking at a tutorial on how to use it and the guy just clicked on the script in the editor and a new tab apeared in the top, i however when i double click it opens visual studio and now clue how to execute it

scarlet temple
#

does anyone know how I can select only 1 terrain with my brush. I wanna make a hole on one terrain but I always accidently paint on the other terrain as well

quiet owl
#

Hi, I am currently looking for the terrain tools, but I caNt find it ... is it moved in the 2021 unity version I use?

ivory mauve
#

why is my flower looking like this when I made it I gave it no background

winter minnow
ivory mauve
verbal lichen
#

Hey guys im making a VR Game and im wondering if using the Terrain Tools will be optimized enough to run on the Oculus Quest 2?

#

its a mobile standalone headset it runs an XR2 chip

rose sentinel
#

😂

scarlet temple
#

hey, I just commited my changes to github... also using LFS.
now I work on a remote computer and loaded the github changes. but all my terrain dissapeared and the assets look like this.
idk why

rose sentinel
#

how can I make the border between terrain layers sharp in the new terrain system, rather than blending between layers?

#

I'm trying to do something like this

scarlet temple
#

how can I make a unity terrain or lets better say multiply times which are REALLY deep like 10k meters deep but still have the possibility for details on it with my brush... is it even possible?

winter minnow
scarlet temple
#

yea... I fight with myself for the last...lfew weeks with that.
I want to make a subnautica like game and for that, you will be able to dive REALLY deep into the water.
the problem there is, that I also want some small hills but the whole map will still be like 10k deep, so this makes it pretty impossible to use my brush for small things as well

and idk how to even begin with that. I tried to overlap a small terrain on a big terrain... (does this make sense?)

and thanks for your answer patchi

winter minnow
#

It requires a more advanced type of terrain generator, probably something that stores the information in some sort of 3D array, probably
Or mesh terrain made with a modeling software

scarlet temple
#

hmm tysm already. you're really nice 🙂

winter minnow
#

There are some solutions on the asset store for terrain like that, but they're not free
That kind of terrain system is much more complex to implement

scarlet temple
#

I do have the terrain toolbox but this thing doesnt really allow me to do much more stuff...

scarlet temple
winter minnow
#

Ah, Digger is exactly one of those systems

#

Does that work for you?

scarlet temple
#

but the brush size is really small so... well idk
it does work yes, but only for small cliffs for example

#

I feel bad for writing so much and asking these questions ^^
why are you here btw? are you also working on something in unity?

winter minnow
#

Making complex terrain in a modeling software is pretty easy, but the hard part is optimizing it for large scales

scarlet temple
#

I mean, as you can see...I am not advanced with unity yet 😄 but I do give my best to learn stuff and also help other ppl later

scarlet temple
winter minnow
winter minnow
#

Ah, Digger's authors offer another package for big voxel based terrains
Similarly pricey

scarlet temple
#

ahh okey I will look up for it 😄

#

I mean...ugh its pretty complicated... I want to draw small things which are not polygon AND not 500m high on my map with the brush,
but I also want my map to have cliffs that go a few tousand meter down...its not easy ^^. but maybe these tools you said will help me

scarlet temple
#

I'm dying inside bcs of this shit right now...

winter minnow
#

<@&502884371011731486>

#

thanks ^^

scarlet temple
#

lol..this was fast

#

it was propably a rick roll or scam anyways

#

".pro" defuq

reef marten
#

hi all. is there a way to use the terrain details system for grass textures in unity 2019.4? thanks!

candid vapor
#

does anyone know where terrain layers are found i cant find them anymore 😄

reef marten
#

go to your terrain, paint. scroll down

undone lark
candid vapor
candid vapor
#

i cant see my terrain layers anymore

earnest briar
#

My grass is being culled in chunks, but I want it to gradually fade away. Does anyone know how to do this?

elder tapir
#

hey if you start creating your world design / terrain do you know already how it should look or you just randomly start and work till you think that's cool

winter minnow
#

Even for placeholder terrain it's often better to use blocks and ramps to represent terrain

vast warren
#

Hey, I am trying to make an area for my game, but it always feels like its just a square floating in space. I dont really know how to make it feel like a vast land while keeping my player confined. Does anybody know a way to do this?

winter minnow
#

And beyond that a 2D image of an even more distant terrain, like a cardboard cutout, or one such embedded into the skybox image

verbal lichen
winter minnow
verbal lichen
#

its defo a think to play around with

winter minnow
#

I remember in old racing games the borders of the level very clear and the world out there very blocky, but it got my imagination going

verbal lichen
#

takes a bit of time to get perfect

verbal lichen
#

like adding a bunch of fog far away makes it look like the world is kinda fading out but it might still feel like it goes on

winter minnow
#

Even color gradient skyboxes can go a long way to painting a mood and an idea of a scene

ripe vigil
#

Not exactly a terrain thing, but does anyone have any advice for making damaged post-apocalyptic roads for an open world game?

rose sentinel
#

Hello, i've found a grass shader tutorial minionsArt, question is it better performance wise than terrain tool with prefab grass?

toxic quest
#

my set height setting isnt working. can some one help?

jovial pier
#

Could anyone throw some ideas at me for this?:

My project requires a small area of deformable terrain (at runtime). At the moment I'm using the built-in terrain, 32*32 with a heightmap resolution of 1024*1024. While it functions well enough (digging and filling small holes), sadly it looks kinda bad...

I can up the resolution, but it doesn't seem to be worth the slight visual improvement, this also causes a small but noticeable stutter while deforming it.

What can I do? Looking around the asset store there doesn't seem to be anything aimed at small terrains, and without direction I'm not sure if I can come up with anything by myself

verbal lichen
#

you should probably smooth that terrain

#

unless its supposed to be blocky like that

winter minnow
jovial pier
#

Ah....for some reason I didn't see how it looked with the actual terrain tools, went straight for the code :/

Yea it's perfectly fine, just need to write some better code for the runtime tools. I also have a something that adds dirt around the edge when it's below a certain height, but it was disabled. Doesn't look half bad when the real textures are added. I'll look into making a shader though, probably could look better

Thank you @verbal lichen @winter minnow

#

Smooth 🙂

left briar
#

Why cant I texture paint with the universal render Pipeline?

scarlet temple
#

you can

#

you just need to use another material

#

from the pipeline

#

okey...so I made a commit in github again and I had 2 groups of terrains in my assets.

group 0 & group 1.

as you can see, the terrain tiles group 1. is weirdly not there on my 2nd/remote computer and idk why because the other terrains are there 🤔

left briar
#

Oh, I found the error, I only had to make the texturequality normal and not to half

low pecan
#

anyone done some open world stuff ?

scarlet temple
low pecan
#

im concerned about the floating point accuracy problem

scarlet temple
#

why? I don't have any experience soo yea idk

low pecan
#

genshin impact was made in unity and has a nice open world

#

but i really want to know how they handled that

#

and the streaming

#

i am probably going to go with async loading in scenes in a grid like manner

#

based on player position

scarlet temple
low pecan
left briar
rose sentinel
low pecan
rose sentinel
#

not very good, i've just started learning.

low pecan
#

yeah its not an easy thing to do

#

and you have to take into account unity degrading past the 5000 x/y/z

rose sentinel
#

eh? i didn't even know that one hahaha

low pecan
#

yeah if you go too far everthing starts getting less accurate and twitchinbg

rose sentinel
#

i see, mine might not that big, i haven't encountered that issue yet.

winter minnow
left briar
#

And how to download the terrain tool in the package manager

#

Because I can’t see it there

reef marten
#

hi all. is there a way to use the terrain details system for grass textures in unity 2019.4? thanks!

ornate elk
#

hey, it wont let me use the paint texture tool for my terrain. anyone now how to fix it?

trim fern
#

Hey im working with HDRP but i cant use detail shaders is there a fix to this or i will have to use 3D meshes

wanton hound
#

Hey guys i need some help that i couldnt find very fast atleast

#

if i have a terrain and i put 50 terrain layers on top of each other but only the one on top is visible, does it affects performance ? or unity will think there is only one layer there

trim fern
#

only one layer i think

#

but why would you put 50 layers on top of each other anyways

velvet oar
#

does annyone know this what this texture asset is caled

pulsar socket
#

is there anyway to create and modify superlarge terrain without lagging out my gtx 1650 or ryzen 5 4600H or do i simply need a better pc for large terrain

#

nvm

verbal lichen
#

if your PC cant run your game then something your probably doing something wrong

pulsar socket
#

yep... did a bit of searching and found many other ways to do this

winter minnow
pulsar socket
#

i found a lot of solutions on google an now im using l3dt to make terrain

#

also said many and not that i found a specific one

#

also i may use something different because as of now i cant genarate good looking terrain

cosmic oar
#

Hey ya'll, i am fairly new to Unity/blender and i wish to start with some low-poly terrain creating. Do anyone of you have any tips as to where i should start? I see examples such as polybrush etc, should i use those?

worthy wind
#

i have made a tree in unity using probuilder, but because it is using pro builder's mesh filter it gives me an error that the mesh renderer is missing, any way to use pro builder trees in unity terrain?

tawdry remnant
#

I'm kinda in the same boat. I was using Unity itself to make a terrain I was happy with this, but then I had to make the NPC/character models and found I needed to use blender for that...however, I'm not the best artist...so they came out looking very low-poly-like characters so I thought it best I change the terrain stuff to low poly too....however I have a problem.... the coloring in Blender's screen looks normal. After exporting and loading into Unity, the colors are totally different or non-existent entirely...

#

Blender

worthy wind
#

if its terrain try changing terrain setting

#

the material to

#

built in legacy diffuse

#

i had incorrect colors too and it fixed it

tawdry remnant
#

well, when I import the terrain into unity, it just has a Mesh attached to gameobject

#

am I meant to add a terrain component + terrain collider?

#

is that what you mean by changin the terrain settings? I'm not sure of any other settings to be honest

worthy wind
#

maybe something in the mesh renderer material

tawdry remnant
#

in unity right?

worthy wind
#

i wasn't able to export something into mesh from blender before

tawdry remnant
#

not blender?

worthy wind
#

yeah since in terrain its material that does that maybe in mesh renderer it does the same?

#

haven't tried though

tawdry remnant
#

ill see

#

what would you suggest changing? 😮

worthy wind
#

try changing smoothness

tawdry remnant
#

okay

#

seems to make it shiny/reflective of the sky the more increase it but sadly doesn't alter the colors 😦

#

but I do like it with more shinyness XD

#

but still neeed to figure out the color issue

#

😦

worthy wind
#

maybe changing the albedo color to more black makes it darker?

tawdry remnant
#

okay ill try thx

#

hmm, it increases darkness of all the existing colors

#

but that missing one doesnt appear

#

is it possible that Unity just cannot understand Blender's imported color? so it just changes it to "yellow" for all shades of yellow?

worthy wind
#

im guessing it might be unity light is different than blender?

tawdry remnant
#

this is possible

worthy wind
#

try lowering the scene light intensity or highening it

#

if it doesn't work then it might have something to do with blender

tawdry remnant
#

yeah its not helping 😦 I guess its something on blender's side

#

there is another issue with this too

#

when I'm in modeling or UV Editing modes , the terrain looks like this:

#

you can clearly see the path outlines

#

but you see from my earlier pictures...when in shading/rendering or exporting to unity..it becomes very different

#

in some areas completely gone

#

know any reason for that by any chance?

worthy wind
#

i don't really know much about blender but im guessing the shading or rendering gives it better light or something

tawdry remnant
#

yeah its weird, it almsot deletes 50% of the path

#

thank you for trying though

#

I might end up havign to go back to normal terrain in Unity =\

worthy wind
#

im trying to paint trees in terrain (they are models made out of cubes, not unity tree) but when i do that they are way too small, strange thing though is when they are billboards they are the size they are supposed to be, any fix?

worthy wind
#

fixed it, highered the billboard distance and using pro builder i merged the 3x size tree with an empty gameobject so the games thinks its size is 1

wide pier
#

i dont know if this is the right place to discuss but im having some issues with Probuilder.

#

i know its not terrain but it seems to be the most-related. Let me know if i should go to another channel

tawdry remnant
#

how can I get more sharper colors? so it's less "blending" "smoothed"?

winter minnow
# tawdry remnant Blender

Your blender scene is being lit by HDRi environment in filmic color space
It's bound to look different unless you can get that in unity

tawdry remnant
#

sorry I'm new to this. I'm not sure I follow you entirely

open cargo
#

guys why does it say this

tawdry remnant
#

looking quickly I'm using standard rendering pipeline which is not HDR unless I'm mistaken?

winter minnow
tawdry remnant
#

I'm not using blender at all here, this is purely Unity and unity's terrain tools

winter minnow
tawdry remnant
#

oh, no that was another issue I had with another project. I decided to scrap that for now and started a new solely in Unity project for now and so far all is well , except the colors look a bit washed out/overly smoothed like in the above picture. I would like (if possible) for the grass/green texture to come to a complete stop at the "edge" and then the gray texture to start "fully" from that edge onwards if that makes sense

#

instead unity seems to be trying to "blend" and smoothly transition between the two colors which makes it blurry/fuzzy :S

winter minnow
#

Ah, I wasn't talking about that

ornate elk
#

i asked this a few days ago and didnt get an answer. it wont let me use the paint texture tool for my terrain. anyone now how to fix it?

#

i tryed to change the layout but it didnt fix it

tawdry remnant
#

oh i seee XD

#

guess i can live with it but yeah bit annoying really 😦

worthy wind
wide pier
#

I tried to change a face to a different material and all of them get set.

#

so even if I have like 4 materials on a probuilder mesh. it just ends up being 1 material.

winter minnow
#

Well, it can be done but it requires vertices to be duplicated, as with sharp normals
I'm like 85% sure terrain doesn't support sharp/duplicated vertices

floral crow
#

Make sure you are using polygon selection mode (if im not mistaken 2nd from right on the buttons on top of the viewport when the probuilder window is on)

wide pier
#

that's what I did. only a face or two is highlighted

#

the way I've fixed it is to restart unity

frigid ledge
#

can anyone help me assign this layer to the terrain?

#

it is pink at the moment

#

what

#

oh the brush?

#

like this?

#

then what

#

but at least you know its pink bcs there is no material assigned to it right?

#

yes i tried but it didnt work

#

anyone else?

#

knows why

#

what how

#

nope

floral crow
#

sounds like a probuilder bug, i havent had it happen to me personally though

tawdry remnant
winter minnow
#

Imported meshes support split vertices, so I guess it would work

scarlet temple
#

what is a good height resolution on terrains for more detail with brushes? because mine is on 300 and its way too sensitive/high

jaunty hollow
#

my terrain ground check does not want to work, it checks the Layer "ground" to see if its colliding. it worked but then i changed to a terrain now it does not work.

#

idk what to do to fix

undone sundial
#

how do i go about getting the grass texture in the middle looking a little less flat/one dimensional? i tried painting actual grass onto it but that sort of gets in the way of the battle when the round starts. do i just use some other grass textures and try to blend them?

toxic schooner
undone sundial
#

Are there any assets you recommend that are good for beginners? Everything I paint comes out pretty ugly

shy scaffold
#

Terrain related Question:
Is it possible to rename A heightmap file using Gimp 2 and if possible, How❓

swift kernel
shy scaffold
swift kernel
#

so you only require the information on how to rename the map file or get it from google to desk right

shy scaffold
#

Pretty much Yeah

swift kernel
#

hmmmmmUnityChanConfused

shy scaffold
#

So if someone knows let me know by a ping

spiral garden
shy scaffold
spiral garden
swift kernel
swift kernel
#

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
shy scaffold
#

Thats what i been rewatching

swift kernel
#

so you require a photoshop to get this right right

swift kernel
spiral garden
#

I see. Weird, but ok

#

In Gimp you can export the image as raw image data:@shy scaffold

shy scaffold
#

Thanks 👍

shy scaffold
spiral garden
shy scaffold
#

Im using the 2nd so just checked and for Copying from google to get the specific land scape

spiral garden
shy scaffold
#

I think i understand thank you for the help

scarlet temple
#

hey... I again run into the problem, that when i work together with other ppl on github on the map, the terrain is actually missing on the remote computer and I have no idea why :/

#

Don't get confused, there is a terrain under the missing one and this one is weirdly there :/

elder moth
#

Hello i want to cut terrain forward line but I don't find any asset.

pale echo
#

Don't judge its my first terrain Celebration

rustic hearth
pale echo
#

yes, in unity anyway. I used to work in a smaller developing program

#

as a low poly builder

#

but this is my first high poly unity terrain build

#

did watch some tutorials

rustic hearth
#

great work!! @pale echo

pale echo
#

Thank you that’s really motivating to hear!

languid crane
languid crane
pale echo
#

Thank you!

pale echo
#

made another one vibecat

gilded crown
#

can anybody help me understand how to remove a specific terrain layer during runtime in a script?

winter minnow
#

What's best I cannot say, but Ultimate Terrains looks capable
Does destructible voxel type terrain among other things

obtuse monolith
#

so i have a problem with my map .. as you can see i made an box collider for my grid which contains my tilset but my player keeps falling even though i gave him a rigibody2d and a box collider 2D

shell jolt
#

Any way to handle laggy terrain editor while in editor mode?

#

The lag driving me nuts tbh

winter minnow
shell jolt
winter minnow
#

confirm that it's off

shell jolt
winter minnow
#

Lighting window is a separate window that exists in all rendering pipelines

shell jolt
#

ah ok 👍 I got this thanks @winter minnow

shell jolt
#

Are there any free alternatives to Nature Renderer to scatter grass on the Terrain in hdrp?

#

I noticed when I used the Tree tool to scatter the grass, the drawcalls were doubled

spiral garden
modern forge
#

(ignore the terrible trees and walk anim lol)

swift kernel
#

@shy scaffold were you able to do the heightmap

shy scaffold
swift kernel
#

okay try dragging it into a folder at the my computer than open gimp and pick the folder where the map is located than you can figure out how to edit

shy scaffold
#

Thanks it worked

swift kernel
#

now look the hint you got earlier and use that

shy scaffold
#

👍

torn latch
#

how can I get this to fill back in?

torn latch
modern forge
#

thank you!

torn latch
#

ofc, it looks good! Keep going 🙂

torn latch
#

okay so set-height makes holes in my terrain

modern forge
#

Does TreeInstance.Position refer to the terrain position of the tree or the world position?

winter minnow
modern forge
shell jolt
#

Tested compute shader for grass and mind blown by how lightweight it is, yeah, this is much more preferable than the default grass feature in Terrain editor which such a performance killer

torn latch
#

uh

#

can anyone tell me why my terrain has holes I can't repair in it?

tawdry remnant
rose sentinel
#

Why does Raise and Lower terrain break, it stays on one piece of terrain and I have no idea how to fix it
It's actually stuck in palce

#

place

rose sentinel
#

try that

#

and see

#

All of my tools get stuck in place

#

why does this keep happening

spiral garden
rose sentinel
#

place*

spiral garden
rose sentinel
#

I can't ss on this computer, it will probably explode

#

So basically what is happening, after I use a brush for a certain amount of time, it just the freezes, I can't use the brush anymore

spiral garden
terse flume
#

what is a good terrain/to player height?

vast warren
#

Does anybody know how to convert 3d models into tree prefabs to use with terrain tools?

modern forge
#

Yeah

#

Step one is to put the tree 3d model in your game. You have to add an LOD group* That's probably what you're missing

#

When that's done you make a prefab with your LOD tree and add it to the terrain tree prefabs

vast warren
#

Yep

#

Worked perfectly

#

Thank you for the help

vale gulch
#

anyone know how I could get a height map from google earth?

#

I found a site for SRTM that ended up generating 3 files ,how i can turn them into a height map?

winter minnow
vale gulch
#

the .tif map ended up being only 2 colors , its not a height map

#

actually nvm , found a better way , thanks anyways

lusty pumice
#

Are there any Unity devs on here? I have tried posting about a certain issue on the forums but it never gets any response, so I guess I'll try here. Maybe I need to post a bug report for it to get eyes on it.

There is a major issue with how Terrain Auto Connection works (for terrain neighbors). Every time a terrain is enabled or disabled in the scene while the game is running, an internal AutoConnect method is automatically called. The first thing this method does is clear the neighbors of EVERY active terrain in the scene, regardless of whether those terrains actually are using the Auto Connect option in the inspector.

In my situation, I do not use Auto Connect, because it is slow and produces unecessary garbage. Instead, I manually connect the neighbors of terrains over multiple frames using the SetNeighbors method. This works great because usually it's terrain in the distance that are being loaded in, and the player will not be able to see seams that appear for only a second.

However, because the internal Auto Connect method is called automatically, and because it clears all neighbors no matter what, I am left with terrain closer to the player which have not had their neighbors changed, yet still need to have their neighbors reset. Seams appear until I fix them via a new SetNeighbors call. This is completely unnecessaryand this whole fiasco could be fixed with a simple couple lines of code in the AutoConnect method that allow it to exit early if there are no terrain in the scene with the Auto Connect option enabled, and also which would only clear the neighbors of terrain with Auto Connect enabled.

If a dev is on here and could respond it would be greatly appreciated!

winter minnow
#

@lusty pumice Your best bet is filing the bug report
I very rarely see unity staff commenting here, and I don't recall anyone talking about this issue before
...Besides you
Seems like you've been wrestling with this for a long time!

lusty pumice
shell jolt
pale echo
pale echo
#

updated

winter minnow
#

<@&502884371011731486>

edgy rampart
#

can someone give me tips on making a scary terrain for a platformer 2d game

vivid raven
#

is this a good place to ask about 2D SpriteShape?

winter minnow
vivid raven
#

alright, thanks

#

so, i was trying to set up a closed sprite shape, but i can't drag a sprite into the fill texture, anyone know what i'm doing wrong?

cunning raven
#

Hi Everyone, is there a way to tell HDRP terrain to display the normals further away? Right now the normal stops very near:

#

the green line is where the normal stops displaying

thorny swift
inner willow
#

Hi. My team is working on a fan-game based on a PS2 title, which requires extracting terrain quadrants from the original game. This terrain is made up of several meshes with different textures that blend together in-game. What would be the best approach for replicating this in Unity?

#

You can see here how the textures are meant to blend

winter minnow
inner willow
#

Yeah, I believe they use vertex blending in-game

cunning raven
thorny swift
cunning raven
#

thanks for the tip! i have now my own but still it is cutting the normal in distance @thorny swift is there any other settings to overcome this?

thorny swift
cunning raven
#

alright, thanks a lot!

thorny swift
#

ur welcome

tulip flare
#

what does this texcoord means in terrain tools?

strong dune
#

Hello, does anyone know if there's a way to get the tile palette to straighten all the tile colliders? I have some that are taking the shape of the tile and it makes my character move up and down when running xd

carmine river
#

Maybe this isn't the solution you want but what if you just create a 3D cube, give it collision and make it invisible, then layer it onto the rocks?

strong dune
#

Yes, that's one solution I am thinking about but I also want to know if there's some tile functionality I don0t know

verbal lichen
#

Where can i find a good terrain palette?

rain dagger
#

what is a mask map?

#

i looked everywhere and there is no good or simple explanation

winter minnow
rain dagger
#

I don't get it..

barren oak
cunning raven
winter minnow
#

I can get not understanding mask mapping if you're not familiar with channel packing or non-color texture maps or with any other abstract shader concepts

#

But without knowing what the point of confusion is I can't really help

rain dagger
#

Oh dont worry spent whole yesterday researching texture mapping, i have solid grasp on the topic now :)

rain dagger
#

5.7k tris in size 500x500 terrain

#

vs 90 tris in 100x100 terrain

#

but when looking at the wireframe triangles.. it actually looks like the 100x100 has more triangles..and through testing, size seems to be the only factor.. any ideas? Shouldn't wireframe represent the triangle count?

winter minnow
#

@rain dagger Both of those look to be 16x16
Which amounts to 512 triangles, not 90 or 5.7k

rain dagger
#

then what's the stats window on about?

winter minnow
#

It's not usually accurate

rain dagger
#

hm

#

i think something definitely going on

winter minnow
#

Besides, looks like the terrain is not being rendered to the game camera at all in the second image

rain dagger
#

thats just cube position

#

as soon as i change from 100x100 to 500x500 the tris change to 5.7k

winter minnow
#

Things the camera can't see are not normally rendered

rain dagger
#

hmm lets check

#

!

#

that was the issue

#

still cant figure out why it says 5.7k tho

#

it should only count the amount the camera renders

#

which shouldn't be more than 100 imo

winter minnow
#

I don't believe the verts can be frustum culled individually

#

Either the terrain is rendered or it is not

rain dagger
#

in which case it should be 512 like you said

#

why is it 10x that xd

winter minnow
#

I simply believe that the stats window lies and don't worry about it unless it causes an issue that can be seen in the profiler

thorny swift
#

@rain dagger Triangle count gets multiplied by lights [as light also takes geometry in to render shadows], try disabling lights and see if your triangle count drops.

winter minnow
#

Good point

rain dagger
#

holy shit it dropped to 538

#

wut

thorny swift
#

basically treat each light with shadows as new camera, but this camera has its own culling, which can be even behind main camera view to give you shadows from behind you

rain dagger
#

damn, another layer of abstraction

#

optimizing will be hell

#

in the future

thorny swift
#

best is to use shadows only on main light, and use cookies for other lights to fake shadows. If you definitely need realtime shadows try to do it at smallest possible size and it should not spike to infinite

rain dagger
#

hmm, what i dont understand is i had a flat surface, so there were pretty much no shadows being cast, and still multiplied all the triangles by 5?

#

for what reason

thorny swift
#

you can check window/analysis/framedebugger to see what data did lights take to calculate them

rain dagger
#

what am i looking for

thorny swift
#

already there in Preview you see total number of Vertices/indices it too to calculate shadows, I believe its under Shadows.RenderJob where you can see each batch

rain dagger
#

lol its so hard to understand everything in here

#

i look up a guide on the frame debugger!

thorny swift
#

Yeah, go for it! it is not hard in the end but I understand why it can be overwhelming.

rain dagger
#

hmm

#

so what is this

thorny swift
#

you can see 4 batches of terrain chunks casting shadows (terrain is divided into chunks for culling speedups)

rain dagger
#

but the surface is flat D:

thorny swift
#

yeah, well either it is main light casting 4 chunks or if you have 4 lights with shadows it might be each light spanning 4 batches

rain dagger
#

its one light

#

how can i prevent this

#

its not even drawing shadows

#

idk why it does this

thorny swift
#

not sure tbh

rain dagger
#

np! learned a lot still (:

winter minnow
rain dagger
winter minnow
#

The shadows are being rendered even if it's "flat"
I guess disabling shadow casting form the terrain mesh might help

rain dagger
#

ye that's the part im most curious about! It's not visible at all that any shadows are being rendered! Hence wondering why it's calculating shadows when none are present!

thorny swift
#

shadows are not rly per pixel if something wont cast shadows, turn shadow casting off

winter minnow
#

The renderer doesn't know whether shadows are being cast or not before it starts calculating them

#

The shadow map is still being drawn even if there's no geometry that recieves the shadows

rain dagger
#

there we go!

#

clicked

#

so if i use terrain as a flat surface should definitely turn shadows off

#

now imagine kilometers upon kilometers of terrain

#

not knowing this

#

huge performance cost

#

literally 5xing all tris otherwise

winter minnow
#

If it's flat, the vert count can be really low
If it's really flat, you may consider not using terrain at all

#

Vertex counts aren't a huge deal for optimization

#

Even mobile devices are starting to be able to render what, a million verts or more?

rain dagger
#

would baking the terrain lighting in this case reduce the tris count or does it not matter? (i'm thinking since the calculations are done prematurely)

winter minnow
#

Baking in what sense?