#⛰️┃terrain-3d
1 messages · Page 23 of 1
how do i change the height? so it can go higher than this.. 😐 because if i attempt to go higher then it just hits smthn and flattens which is NOT what i want
Increase the terrain height
This increases the height of the whole map, so you need to proportionally lower every other part
When painting terrain you're always painting on a heightmap that stores data in 0 to 1
The terrain component's height then stretches that data along its defined height
how do i change the height?
That depends on the size of your characters and how you plan to use it
The units are in metres, as always
well my test cube has a y lvl of 2 which i use as a reference to scale an actual human
As long as you keep everything within 10 000 units from the world origin you avoid problems with coordinate inaccuracy
yes but what should i set it at. like its at 600 do i go 800?
Is your mountain tall enough at 600 meters? I can't answer that
How can I enable the transparency of this sprite?
it doesn't seem tall enough
Enable alpha clipping on the material or make its type transparent
how do i fix this? the texture is repeating alot.. it's like checkered How do i make it look a bit better?
Now I get these weird semi-transparent squares
Try clipping
With opaque
Thanks it worked perfectly
One last thing that might be a bit trickier
How can I make them visible from both sides?
If you use URP the material has "render face" setting
On built-in RP you could just duplicate and invert the mesh parts, which you may need to do in modeling software, if the tree parts don't exist separately
https://assetstore.unity.com/packages/vfx/shaders/free-double-sided-shaders-23087 or use a shader like this
how do u hide this panel?
BRUH THIS ISN'T SMOOTH AT ALL 😭 Why the sides look like that 😐 sharper than a knife bro
Anyone?
You need higher res for you splat 🤷
If I’m right, that one square is the texture of it. You can make it bigger so it will be less squares(you need to make the Texture bigger, not the terrain)
Hey! i downgraded my version from unity 2021 beta to unity 2019.4 and when i opened my project in 2019.4, the terrain data is corrupted, how can i get it back?
Anyone?
Ideally you would take back-ups so you don't have to downgrade or encounter these problems
You should be able to export the terrain heightmap as .raw
i have backed up my project
already before upgrading
Can you use the uncorrupted terrain from the back-up, then
okay
wait
@winter minnow Nothing works
just the blank file
How can both your backup and upgraded project be corrupted
Or am I misunderstanding the situation
the backed up is not corrupted
or may be the engine version is conflicting
i just drag and dropped from the archive
i mean the back up project archive
@winter minnow
the terrain file is not corrupted at all
Anyone?
It's not really clear what the issue is exactly
i just downgraded to 2019.4
and my terrain data of one of my project got corrupted
i want to fix the corruption
so i don't lose my hard work
and the dedicated time i spent designing the terrain
So, export the terrain as a package or its heightmap from the backup project before it was corrupted?
how do i do that?
anyone! please help me!
Have you tried searching for how to export assets as a package or how to export a terrain's height map?
So i'm trying to get the tile position to highlight a tile or change the cursor, but the z position returned is always negative and i've tweaked the passed zpostion to world to cell to be where it needs to be but it will still only detect a tile 10 or 20 percent of the time and return null the rest of the time
i'm using an isometric z as y map
and the tricky part is that i have multiple of them, layered
only the surface should be highlightable though, but this isn't going to work if the z postion is throwing it off
any thought on this?
why is this house showing up in the Scene view but not the game view
Please do not crosspost
sorry
heyy
I having an issue with terrains
Just copypasted this
If negative heights are not allowed, then I would at least think it would be possible to raise up the whole terrain by a uniform amount, to then give me room to lower the lowest point. But even that does not seem possible, without manually sculpting up the whole terrain with the brush, which would inevitably change the look of the current features.
I need to raise a terrain without deforming the sculpt I did in it
pleawse help 👉🏻 👈🏻
Hello!
I am working on a field of dense grass (8 LODS and Vertex shader)
The performance is suprisingly well at the moment but im running into 2 issues.
Hopefully someone here can shed some potential solutions.
- i cannot seem to figure out how to disable 'cast shadows' for the grass.
- I cannot seem to find an easy way to populate the scene with this mesh.
1(elaborated)
Initially i thought this would be required for performance sake (and that may still be the case with players on less powerful machines). However the look of the shadows are really interfering with the art directions, and id like to do away with the grass shadows entirely. (id like them to recieve shadows still, but if i must disable that too, i will)
2(elaborated)
The Landscape tools for Trees and Grass both seems to have serious downsides. (forced billboarding, limited LOD counts etc)
I hand placed 6000 tuffs of grass. and they run decent. but i still need to adjust them and rotate them to break things up visually... very time consuming... this cannot be the only way. Any tips?
[P.s. i'm quite new to unity but am familiar with these processes in Unreal, So there may be basics that im missing]
is there anyone here who can tell me how to get more out of a terrain. I think it looks a little bleak 😦
shrubbery?
Use some other colors than gray
Also an island that small wouldn't have such a massive harbor
layer selection weeeee
250 x 250 x 6 isometric z as y tile maps
perfomance is.. okay lol
(also ignore the nre its due to the town name not being set in the previous menu)
not all of an island is sand typically the edges are more prominent, add more grassy areas, add some shrubs/detail foliage like weeds. look more island reference photos
It looks better
needs better tree placements , more grass/ ground details
it has it up close, tree stumps grass etc
it’s instanced grass at runtime tho
it’s all procedural how do you think the trees could be better placed?
@abstract trout
if those are supposed to be cliff areas in the gray than i would remove those trees there and fill up that weird bald spot in the middle
the shadows look a little strange..
the normals are messed on the cliffs it’s a work on progress
rn it’s just a vertex displacement shader
but no manual touches to the terrain
is the goal
also, what bald spots
coming along very nicely, may I ask what workflow are you using for grass and what quality of results are you getting?
Im in persuit of the ultimate grass system
Its far from the ultimate system, i think that would be a compute shader
its just meshes placed randomly with raycasts lol. might add some vertex displacement so it moves away when walked over etc
Oooh interesting! im currently using a vertex displace on mine for global wind, (and eventually the same with walking over)
Are you using code to place the prefabs with raycasts, or is there an artist friendly way to approach this.
Thank you so much for the input. Since my grass mesh has many LODS the only way ive found to place them is by hand... if you ever wondered how many grass patches it takes to fill a soccer field... its about 6000 x)
i bought a course on coding in unity but haven't started yet... I think you gave me the inspiration to start today 👏
I checked the prefab, It's only a terrian
that looks like a bush or wild plants to me... try to double check if you accidentally put that there from terrain-detail or even tree
When i try to increase the Hight of my Terrain, then it doesnt really connect anymore like it used to
As can be seen here i use multiple Terrains next to each other
FIXED MY PROBLEM:
For everyone who will have this problem is the Future: The Heightmap Resolution of the Terrains have to be the Same. I somehow changed mine. dont know why.
can someone explain to me when i press only 1 floor tile, and then press bake, the whole scene is getting baked
and then unity complains the scene is to big to mesh
bakes are per scene
yeah fixed it but now i get can only be called on an active agent that has been placed on a navmesh
and he is for sure standing on it
It's easy to place the agent just a tiny bit too high above the navmesh which would cause this error
the mesh i like 1cm above ground, his feet light up because of the mesh
Hey yall,
Im trying to figure out sprite shape profile , Im making an endless runner so all my platforms need to align with eachother as the game proceeds. Thus no corners are needed.
My problem is that because I make the textures with I pad I dont know how exaclty I should scale them in terms of resolution. The game is not a pixelart. Its more of a Hollow Knight style game.
Also another issue I face is the alignment of the top texture with the filler one in the middle of teh sprite shape. Any suggestions?
Note that both textures are made similarly so they sould align with eachother.
Note 2, Id love to have good resolution but efficiency is a priority as well
That face when you are using individual mode for your sprite renderer terrain of 300k+ tiles lol
and then you switch to chunk mode and use a custom sort axis -- enlightenment looool
guys any help?
hello guys i'm new to unity how can i import this terrain in my project i downloaded the assets but i don't know what to do with them
Hey Guys,
Is there an Build in Option for Creating Roads on Terrain?
Or should I just use a pre modeled asset and the sculpt around it?
After you import and download them, look in the bottom left corner of your screen. There should be a list there, in which you can find the name of your asset. Simply click on the name and drag the asset into your scene.
Open the folder that says "prefabs" and drag in the things you want. This usually gives you a good selection of pre-made things, but I'd say there's probably all the individual trees and plants in "models"
thank you
Hi everyone, I have this warning about the trees not having LOD groups, but my trees are a prefab with a LOD group on it.
Anyone know what am I missing ?
Hi, I have a question about trees placement: I hand placed many trees on a terrain (see the picture), and now I need to change the terrain but I'd like to keep the trees in the same position where they are on this first terrain. Is there a way to port the position of trees from a terrain to another one? of course in my case trees are not single gameobjexts, but they are placed inside the terrain gameobject. Thanks!!
so i just made another terrain but even if i try to select the other terrain, when it is selected i cant edit it and only on the other terrain
Use seamless textures
Hey everyone! Rn im working on a school project that I need to complete soon.
Does anyone know how to create kelp in Unity? I've spent 3+ hours and haven't been able to figure anything out.
And all the online assets are quite expensive for a school project.
Ayo guys, working on a project and I need a hand
I'm looking at getting a 3D model of Subnautica's terrain as I'd like to use it for a diorama I am making, wondering if anyone had any pointers
I've used utinyripper to rip a couple of the level files so far and am currently loading them up into Unity
I've also opened the game files up inside of Assetstudio too but haven't really found a definitive solution yet
For clarification I am completely new to game engines/software!
I have found map chunks, but how do I stitch these together so they are usable?
Im making a Truck Simulator and im having trouble deciding whether to make the Map itself some sort of Procedurally Generated Terrain instead of Hand Making it (as im not that great at terrain art)
What are even the options of Procedurally Generating Terrain?
does anyone have a tutorial on how to create some cool looking water?
anyone have/know any good tutorial on old style 3D level design like mario 64, zelda banjo kazooie
i'm trying to learn probuilder but are there any 3D softwares with auto uv maping for level designing ?
having problems with understanding tilemap logic, it shows hexagons after i create but then they become invisible why*
so ive got an issue my be my system not being good enough but idk anyways everytime i try to make a terrain plane so i can make my terrain it says its importing for about an hour then unity crashes its happened all 3 times ive tried so is there another way to easily make terrain without the terrain tools
thoughts 🙂 made with flooded grounds
There's a built in Unity system for it. I believe there's even a stamp feature where you can pass in your own mask for shapes. https://youtu.be/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
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I'm trying to make my own custom trees that are all one solid mesh (cartoony), but I'm not 100% sure what materials and shaders to give them? I have them the natural bark shader but it all comes out like this:
Also while I’m at it, how should I structure an LOD group for the trees?
I think im asking too much, but how can i fix those black square in the terrain texture?
I guess this belongs here, does crossfading animation take up alot of performance on LODs?
do terrain trees tags work
as in prefabs have a specific tag
and does that go over to terrain trees
cos my normal prefabs work but the terrain ones do not
I'm pretty sure that for speed, the terrain tree system just draws instances of the meshrenderers for the relevant LOD from the prototype (and duplicates colliders).
It doesn't actually create any GameObjects for the trees. You could write script to temporarily replace nearby tree instances with a GameObject version if you want to interact with them (and then replace them with a tree-stump prototype after you've cut one down for example)
Heya I got a question regarding file sharing / collaboration with a team.
For uni working on an open world game, the project managers have split up the teams and I'm part of the animation and modeling team.
They want us to make the open world terrain and I'm wondering if it's possible or viable for the anim/modeling team to have a separate unity project where we build the terrain, then export it to the main project?
I couldn't really find tutorials on this, so I'm wondering how or if I should go about doing this?
I can try to just get access to the main project the programming team is working on, but I don't know how they have it set up.
https://answers.unity.com/questions/237185/use-terrain-from-one-project-for-an-other-project.html
Looks like I can export them as packages, I'll just have to get the project settings form the other team
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
how can i split my terrain into territories and make each of the parts selectable ( no i dont want to buy from asset store... dont have money )
Got any good settings for a meterial for terrain?
Is it possible to have a terrain brush add and subtract to the terrain at the same time? black areas of the alpha texture subtract, white add and gray dont do anything
Is .raw the only format for height maps that you can import after the terrain has been created? mine are .exr :/
I'm assuming you're using the built-in terrain editor then you can't do that unfortunately
Making your own is not that hard and plenty of resources to do this on github, tho you can't use it with the built-in terrain editor
why are my soft bark occlusion materials always pink? No matter what I do, it's always the pink of death. I am using HDRP, is that why?
anyone know why my terrain has jagged lines in it?
Are there any GIS software in Unity capable of generating ocean meshes and extruding buildings in addition to the usual heightmaps/image data? Alternatively, for Blender or Maya?`Thanks in advance for reply!
how can I make the terrain ascend in a straight curve like this?
Does anyone know what exactly the methodTerrain.SetConnectivityDirty does?
You need to make sure you are using HDRP materials. If you are using older or different render pipeline materials, they will show up as pink in HDRP. You can use the wizard to convert materials or convert/set them up yourself.
Hello everyone, wanted to ask if its possible to paint a terrain without adding terrain layers. Im trying to create a terrain where I want to use more than 5 textures but as I understand it Unity's limit is 4 layers, so the 5th one turns completely black. Is it possible to do such a thing? Or do I need to use a different program like Blender to create the terrain and then import it to Unity?
Try this, it's free
How would you go about using dithering with Terrain? Is it possible with the default Terrain shaders?
How can i get terrain tools?
Hi, the tree shadows in my terrain pop in and out like that in VR , how to fix it? No culling occlusion is enabled.
Hallo, I'm getting empty warnings on all my trees on my terrains, apparently happening inside "TreeDatabase::RefreshPrototypes". It doesn't tell me at all what's going on. Anyone has this too? Any ways to solve this? It's driving me crazy.
I paint in front but the editor do the action in the back, wtf
Okay that problem is only in Prefab Visitor Mode. Unpack and set it as new Prefab and then all is okay.
using terrain for the first time I'm having an issue where the grass shows up fine in my editor but when I make a build it's nowhere to be seen, the camera is static on the exact same position, anyone has a clue of what it could be?
Editor (Game Window) vs Build
So this is prob so easy but i want to change my 2d background to a picture from my pc how do i need to do thaT?
does anyone know if you still have to add terrain tools as a package in unity?
(I would assume so but what do I know I'm still on 2020.3xxxx)
Do they even work though? I've been attempting to make sure of the create new terrain/terrain settings stuff but when I do it breaks the heck out of my terrain
Does anyone have a good technical explanation for why unity heightmaps are power of two +1?
the reason for the +1 is because the terrain is made up of a grid of vertices. a 2x2 terrain would require a 3x3 grid of vertices
Ok, that's what I thought but someone on another discord was making me doubt myself. 
lol
Anyone know how to make a 2D sprite with a polygon shape
i need to shape a black image into something with 5 vertices not 4
Good morning everyone!
I hope this is the right channel for this question (I'm new here): I tried to update my URP project to the HDR pipeline. So far, it worked ok. I'm having trouble with converting my terrain though. The foliage I got back by updating the shader to HD. But the terrain itself stays invisible. Everything is greyed out and I cannot change the shader for the terrain material from the URP to the HDRP one. Can you help me?
Thank you for your time!
If you ate not a bot. You should change the wording of that a little bit. It sounds awful lot like those messages you get when someones acc is hacked
my acc was hacked
Lmao
fr
it got sent in every channel
every server i am in
every guy in my freinds
i dont even do unity that seriously for past couple of months
Oh damn, copy paste a message that its a virus. So nobody clicks it and try to delete it from all servers
And mention that you got hacked so mods dont get angry ;)
this msg got sent in various channels on this server
i should just do that msg in general
Well ima see. Just try to delete them asap
hello, i'm trying to scatter trees aroudn the scene using terrain tools but particle systems on trees don't work that way. Does anyone know how to fix that ?
hey... I cannot get Polybrush painting to work on Standard even with what I am almost positive is the correct shader.
i'm probably noobing. any ideas? I'm on a newish mac using the latest unity release
I'm having some issue with the smoothing tool. Would someone be able to lend a hand here?
How much does water effect performance
does terrainCollider affect trees?
depends on which water u are adding and what settings you enable (performance impact from near nothing to a lot)
Hi everyone, I’m new here…I was checking out the spring sale and was wondering if the gaia world building bundle is worth it for a complete beginner? Thinking in the long term…
I'd say no honestly. Not that you couldn't use it but I think you'd want to learn the engine a bit to be able to understand a bit more first.
Thank you, that's what I was thinking, just wanted someone else's opinion.
What one has the best performance
Hi there, having issues with tiling effect on my textures, any ideas how to fix this?
I was serarching around internet and difn't found anything working. I was trying to create shadergraph for it but for some reasons, i doesn't handle all my terrain layers (i've about 10 when shader api for some reasons has 4?)
Stochastic height blending is the best anti-tile technique out there (if I do say myself). I don’t think you can make a proper terrain shader in shader graph, at least not without lots of hacks and embedded hlsl
Is there anything better than poly brush, to paint onto my flat terrain, and sculpt it, for a low poly game
do you have any example of terrain using this Stochastic height blending? I'm searching around internet but cannot find anything I can simply use 😦
MicroSplat's Texture Cluster module has it and I have a shader graph node for Amplify which does it..
My terrain smooth tool isn't having any effect! Does anyone have any ideas why that might be happening?
I figured it out 😄
Hello, i was wondering how to add trees into my scene, when i add grass it works fine but when i try adding a tree prefab it doesnt seem to paint
Hi, am trying to make a good blend between the top edge of the race track similar to the photo reference here from iracing. Any idea as to how to achieve a similar result please, i tried adding small rocks and placing them at the edge but it doesnt look that good, any suggestions would be much appreciated, thanks
Hi guys
I want to turn all the grass in the whole terrain into a billboard, for this I have to do this for each terrain separately, is there a way I can turn the whole grass together into a billboard together? The number of terrains is 300 and manual is very time consuming
Is there a way to paint grass sprite details in hdrp instead of using meshes
You could write a script to to it
Guys its possible to resize an object with a material without stretching the texture?
elon musk baby
@quick edge Don't spam the channels.
Yessir
Hey guys, I upgraded to 2021 w/ Terrain Tools recently.. I'm using World Creator -> World Creator Bridge for Unity. When I active my terrain I get thrown these Errors every time... they go away on clear. Anyone know what the problem might be or how to solve this? Thanks!
Hi, I just downloaded the latest version of the terrain tools of unity. I imported the asset in my project, but idk why tools such as sculpt, erosion, etc, do not appear (basically tools that are supposed to be add with the asset). Does anyone know why ?
which versions of terrain tools and Unity are you using?
2021.3.0f1
and the lastest version of the terrain tools @warm radish
2.0.0 to be exact
thanks! so when you create a Terrain and select it, you are not seeing any of the painting tools (like noise, pinch, etc) in the Inspector window? something like this:
hi! try putting the "Brush Spacing" value to 0 or 1
No i don't see that
just the basic tools
I think you might be able to assign the material in the Terrain Settings tab (the gear icon in the Inspector toolbar)
That was it! Thank you!
I've got this issue where when I apply a texture layer it applies to the entire terrain before I click
I'm sort of at my wits end on this one
it'll do that for the first Terrain Layer that gets added to the Terrain. It treats it as your base material under all other that you might add
it hadn't been doing that before and it's been very frustrating
But even when I make a second layer, it still applies to the whole thing
is that what's supposed to happen when making multiple layers? I just need to paint materials in certain areas without it applying right away
hmmm. no it shouldn't happen for multiple layers. only for the first one that gets added
What do you think could be the problem? I've reinstalled the package and that hadn't fixed it
specifically this one, which I installed using the 'Add package from GIT URL'
Oh my sweet lord, I understand how it works now
you're a god send! thank you for explaining it
you're welcome!
how to make a room that doesnt have 36 sides
Hi! I have a slight problem with coloring the area, some textures work and with others the whole area turns black and the screen starts to flicker when zooming in. I'm sending a video
I have had this problem since yesterday when in my 1st project all the textures turned pink
as far as i know the build in shaders do only support a maximum of 8 texture layers per terrain.
Guys i really need help, i wanted to make a water pool and i just need the water, but actually since i need it for a map in vrchat i cant use different pipelines than the built in (i cant use URP etc) so who know a tutorial to do a water like this with the build in pipeline?
All i found in asset store is for URP and other ones doesnt fit good for a pool water
this is when adding the splatmaps via terrain toolbox, right? since you have it open there
i cant seem to figure out why my mesh is blue and has dark faces. its probably something simple im missing, im still a beginner but ive made quite a few graphs without running into this issue... any ideas?
why not use a mesh to replace for the terrain?
preblend the terrain texture into one
then compress its memory size
Hey all. Trying to make a map for a little game. I want to make a map with overhangs and potentially some caves. Ive seen tools which massively help but they all cost money which I dont really have to spend on a small passion project. Does anyone know how I can create such features without having to pay for tools, thanks
Model them, or make separate area for caves
ok thanks. could you help me by reporting a bug in the Unity editor via "Help > Report A Bug" using that project/scene?
Yup
Help what do I need to do with the warning?
Go to that trees prefab, add an LOD group, and assign the meshrenderers to it accordingly
You might be able to use terrain holes for that, and model the interior of the hole separately
Wdym ?
I have a material property I'd like to override _ClassColor("Color", Color) = (1,1,1,1) at runtime that exists on the materials used by the prefab in each tree prototype;
Each instance of the same prototype is one color and so on.
Is there a way I can access the renderer for tree instances on a terrain?
and if not is there a workaround that will let me set this value in the shader?
Find that tree in your assets, open the prefab, add an LOD group to the object on top of the hierarchy, and assign the mesh renderers(the children) to the different LOD levels
k thx
hey I am trying to use terrain tools butt I am getting this weird error every time I use any of the tools (NullReferenceException: Object reference not set to an instance of an object)
hi. can you copy the callstack and share it here? and when you say "every time I use any of the tools" you mean when you've selected a Terrain Tool and are clicking on a Terrain, right? thanks
thanks! im sorry you're gettin this error. in the "brush mask filters" section, can you add a brush mask filter and then disable it by clicking the eye ball icon. then try painting
thanks. okay will try that
@warm radish tried it butt now the the tools them self stop working completly
hmm. which filter did you add?
i tried the height filter add filter and max and min filters
Does anyone know how to merge terrains? I've just been equalizing them on both sides but if there's an easier way...
Hey guys I started my terrain and here is where I am at
How can I color my mountains the volcano
Are there any assets you guys would recommend to improve this
can someone help me make a terrain for my hello neighbor rip off game (im making a sequel to it bc i loved watching a youtuber playing when i was 8 :)** **
There is a basic free materials pack at devassets.com that has some good textures
Updates design
For some reason I can move it around really
Anyways I can fix that?
Nobody wants to help us terrain guys 😔 we're in a wasteland
Lol yeah
is it possible to use Unity Terrain Tree Painter to just place trees as a normal Gameobject, rather than whatever else it's converting it into?
I have scripts on my prefabs but they are all removed or something if I paint them using Unity Terrain
I'm no Pro in Unity but can't you change their tag to Gameobject or whatever you need?
Idk sorry if I'm wrong cuz idk this stuff
Hey, I'm watching unity's tutorial on terrain building, though their terrain inspector looks like this, whilst mine has less options. It just says brush is read-only for me
I also tried installing the terrain sample pack or whatever it's called, but it gives an error.
Ok turns out I didn't have enough storage space
Now I gotta solve 203 errors...
Nevermind, got it all fixed
Ok nvm they still have more features than I do. The above picture shows the brushes in the tutorial, and the pic below shows mine...
Why do they have more brushes than I do?!
Fixed it again, I had to install a preview version
Heya. You have to download the TerrainTools package from PackageManager to get those tools
ah had not yet read this part >.<
Fixed it again, I had to install a preview version
👍
It turned out it still didnt work
Though after reading the comments, someone pointed out you has to use a newer version, which fized it.
Anybody know how to help with this
Heya. Are you able to click a Connect or AutoConnect button in your Terrain's Settings tab?
The what?
Hey, I am new to unity and I have a small problem. When I want to add trees to terrain using the tool, I press edit trees, then add trees but nothing happens
The what
Hi. It might have just added it to the Terrain but then you need to select the Tree from the grid view that shows in the Tree tool's UI in the Terrain Inspector, and then paint those trees on your Terrain. It won't add them automatically. You can either paint them or mass place them once they've been added to the Terrain.
I fixed it by restarting my pc but thanks!
I am not the programmer in my team, but is there a quick fix to a character clipping through corners where two colliders meet?
it seems to works fine when running at the wall dead-on, but if you run directly at a wall and slide towards an intersection it'll clip through
I'm unsure if this has to do with the programming of the character movement or the colliders or whatnot, all I know is that the character has a capsule (box?) collider and uses rigid body
By chance does anyone have projects made with LMHPOLY's low poly terrain assets with a lot of the plants/rocks placed close together (like a very dense forest) that I could see a few screenshots of? I would appreciate it greatly, the youtube videos only show the assets spread out. 🙂
I'm no programmer either, but you could try sticking an extra hitbox at a 45° angle where the corner is. Just my thought, and more than likely not the most elegant solution
What is the most sufficient way to paint alpha textures onto the terrain like debri or leafs or seaweed on the shore?
could someone confirm that URP terrain layer material doesnt support mask map?
i just packed my mask map MADS (mettalic ao, displacement, smoothness) into one
but nothing happen when i plugged in,
I have 2 scenes (day and night)
I built a terrain and painted it for the day scene. For the night scene, I just copied the day scene.
I want to change the texture pain on the night scene. When I do this, it is also changed in the day scene. These are 2 different terrains, on two different scenes, but all changes to one affect the other.
Any ideas how I can fix this?
Fixed.
To anyone with this issue:
Go into debug mode on the terrain component on your terrain. In there you can see which terrain data it references in your assets folder. Duplicate that in the assets folder and rename it. Apply the renamed one to the terrain in the other scene. Noe you can edit them freely.
What a faff. Unity, please make it duplicate a new terraindata whenever you duplicate terrain!
how can I make the leaves darker
How would i use 3d grass for a world in unity?
I already have the grass, 2 types both modeled in blender and they are imported into unity and textured.
I've tried looking it up online, but i only find solutions to 2d grass textures.
Im trying to match the look of the terrain shown in an indie game i saw a while back (image below).
Fixed
Hey there, I want to make a game using a real-world island. I've already found a way to export the normal data (which looks fine, not brilliant but good enough) though I need the right measurements of the island so that the scale is correct. I found this pic on google maps, though I still don't understand how to measure something like that correctly. Of course I've also searched it online, though they only tell you the area, not the measurements like width and length. Can anyone help me on this?
Oh nvm, just found a way
Apparently you can right click and measure distance... that's neat
Hey again. So after importing the island and giving it the right size and all, I found out everything is very "pointy"... or in other words, not smooth
When I tried the smooth height tool it didn't work and just remained "pointy" or "sharp" when I used it
I fixed this by changing the terrain settings under texture resolutions, though I'm afraid that this might be too performance heavy. Does anyone know a better method, or should I just use this?
hey. can you share a screenshot showing the terrain?
Well, it's huuuge. I set pixel error to 0 so that it's still visible from a distance. But do you want to see the whole island, or just a small section where you can clearly see the vertices?
@verbal nest both would be helpful, I think
Hold on, Ill do it in a sec
The second pic shows how it was with the default settings and then turned on the highest settings
I'm able to smooth it out like so, though now it's very detailed and might be too performance heavy
But the second problem is the height and digging/lowering of terrain. When I place a terrain plane, it only lets me make the terrain higher, and not lower (unless I try to lower the part of the terrain I made higher myself). Is there a way to solve this, so that I can instantly lower the terrain after creating one?
Without having to manually set a higher height using the set height tool, on every part of the terrain*
@warm radish
Im asking if there's a workaround
Because as I said, the terrain is huge and it would take weeks (literally) to make it high enough
No it does not
The max brush width is 500
But as I said, the terrain is huge
it's more than 20000m
Which also makes it lagg quite a bit when you try to raise it
I also tried making a small terrain first, make that high, then expanding it. Which works, though I don't want to make that 1 terrain 20000x20000 because it wont allow you to undo texture changes and it laggs when you edit the terrain
So I want multiple neighbouring terrains, though whenever I add a terrain to the terrain with the right height, it doesn't inherit that height
I've done that
But like I said, max width 500
And I don't think changing the pixel size of the image makes the brush bigger
yeah? so
When what are you talking about
Oh yeah. I forgot about that flatten all button
Damn, should've remembered that
Thanks
Yeah
Yes
Im trying to make a real world island in game
With only free assets lmao
And things I make myself
Some more details:
Island name: Tetepare (it exists, look it up)
Animals: way too many
Climate: Tropical
Atm I have 75 birds to model
Yup I will
But as I said, it's going to be realistic so Im trying to make it almost the same. Sadly not a lot of data is available though
But yeah this won't take a month or two.
It's going to be a survival game
Tree planting doesn't work as they aren't prefabs (unless I use a different asset from the terrain trees)
But it would be nice if I could find other people who are willing to help
Because I still need a lot of models, animations, and sounds
I know
and even if I wont finish it, I would still have made something
lol
But as I said... this
I really want to find others who want to help with it
Of course there would be a rev share if it ever gets published but yeah
Oh yeah right here was the third problem. The brush size. I've set it to the max and that little speck is the whole island
True
My second option is making a normal sized terrain, but making everything else very small
Which I think would be a pain to do
uhm not that I know?
Let me check settings
I have an idea
oh damn Im blind
Maximum is 2477.581
😦
Yeah but Ive found a better way I think
Mesh stamp
Maybe, just maybe, I can convert this into a mesh, and then stamp it?
idkk
yeah
I have the island at the right size, though how do I convert this into a mesh
Because the island in that pic is 1 terrain
I want to spread it over multiple terrains bcs of some reasons
hmmm
I also have a height map of the island
Can I put the height map into blender, then export it as a mesh?
Turns out you can!
Yeah, but if this works I can apply a mesh to the terrain
ok yeah that's not right
The problem with 1 terrain is that it won't allow you to undo texture painting
Whenever I tried, it gave me an error
Besides, when I did paint a texture on it it lagged so bad
I dont have it now
It was a while ago
But it just said that I cant undo it bcs the terrain is too big
But still, it lagged
No I don't
@rose sentinel Well that mesh thing doesn't work as well as I hoped. I got it out of blender looking fine but unity's terrain tools are just shit. So I'm sticking with my old 1 terrain which is huge. Here's the error I get after texturing something
It allows me to paint terrain smoothly until I let go then it gets a lagg spike and shows me this error
The game still runs smoothly when I play it so that won't be a big problem. And as it won't be a mobile game, I don't think I have to worry about it
I also have this image of the island, and I'm wondering if it's possible to sort of stick this image to the terrain, so that I know where to paint what type of texture (sand to be specific) because it's hard to see the contour of the island on the terrain
Hello, What is the name of this app?
What you see there is a mesh made in blender, then stamped onto terrain in unity
The stamping went a bit wrong though so it looks bad
Nice thanks!
After so many hours of frustration trying to fix this. It finally works... The terrain is split into 4 parts, so it doesn't lagg anymore when I texture things and I don't get the error. It has the correct measurements in all directions, and I can also finally dig in the terrain.
Yeah
just make a shader for the textures
without making something custom (like a shader), you can try making a TerrainLayer asset with the texture and adjust the scaling on the TerrainLayer until the texture fits the size of your Terrain
Oh alright cool.
Im having a new error though...
Whenever I select my terrain in the scene view I get this
Ok fixed it
It was most likely due to me messing around with too many terrains stuck inside of one another
Anyone can help? Terrain tools not working and giving me some filterstack error
Please show the full error.
I may have underestimated the size of the island....
just a little bit
That's actual real life scale btw (at least, the best scale I could do)
Ok actual question here: why is my brush offset?
This
It even shows up in new project
I changed unity ver. too from 2021.2 to 2021.3 but no luck
How about changing the terrain tool version?
Hmmm...how do I change version? There's no option
Hey guys, does anyone know if it is possible to have unity grass detail meshes align with the terrain normals? Without it grass like this will only work well for mostly flat terrain (Unity version 2021.2 HDRP)
@rose sentinel tnx. It worked🙏
so im making this horror game and my map has alot of these blocks that dont match the rest of the map which i will send now
they kind of ruin the mood of the house being dark and all and i dont know how to remove it
they are extra bright even when i dont shine at them someone please help
and no im not getting any console error
Any tips to get rid of these weird lines when tiling textures on terrain?
Hey, can someone confirm me something?
If I make a very big map with only 1 Tile prefab (used hundereds of times), It is as performant or close to, a singular Mesh?
Unity does some magic in the Background to reduce the ressources needed?
Is there a benefit to merging the Mesh?
Look up for Draw calls and how they work
You'll want to use a texture that doesn't have weird lines
Aside from that there are several more technical workarounds to this problem
Such as detail mapping which overlays a large color texture to a small detail texture
It's because of the tiling effect when you texture something. I need some way to avoid it.
in certain situation, yes... most of the time you want to handle/control this on your own, like in the case of LODs, instancing etc
this is probably a dumb question. but im relatively new to unity and i worked on a gameworld the last month. unfortunately my terrain has a height of 0. now i want to lower it. is it possible to increase the height without messing with the stuff i already made?
figured it out. i simply made a big ass brushsize and elevated it all at the same time
Hey so I have a question. How do you all use Terrain? I basically would love my terrain to be 1quad/1m, because I'm making a PS1 style game, and with the PS1 jittering and mapping, anything below that polycount looks pretty awful. but unity's terrain is dynamic and all that.
any ideas how to make this work?
Not sure what your setup is, usually, for retro looks, you want to achieve it via custom aliasing. in 2020, with the default terrain this is hard to achieve as Unity doesn't give us flexibility to use our own custom shader. not sure in 2021 tho, you should check on this
here what custom aliasing looks like https://forum.unity.com/threads/retro-aa-antialiasing-for-pixel-art-and-voxel-games.412287/
RetroAA is now in the store: https://www.assetstore.unity3d.com/en/#!/content/65509
We're working on a new asset to help you achieve the perfect...
Is there any way to significantly scale down a terrain, without losing the sculpted details? I don't care if the texturing needs to be redone, but I don't want to have to resculpt it.
terraindata size property
That won't get rid of the raised and lower portions outside of the new size range?
@rose sentinel
Hello, everyone. Got redirected here with my request. I'm a level artist that recently started working with unity.
I had my workstation crash during setting up a scene and after that trying to apply terrain textures just produces lots of errors.
So far I tryied restarting everything, reinstalling unity, reloading the project, and unistalling the terrain tools package. The latter narrowed it down since when the terrain tools package is removed i can apply terrain textures again.
The error messages start with: NullReferenceException: Object reference not set to an instance of an object UnityEditor.TerrainTools.BaseBrushUIGroup.SaveFilterStack (UnityEditor.TerrainTools.FilterStack filterStack)
Is there a quick way I can procedurally generate some terrain - just the mesh? I've been messing around with a shader for some procedurally generated terrain we have at work and so far I've done it just by generating a big mesh and plugging that into a mesh filter (see screenshot). But I know terrain works differently so it'd be good if this was actually terrain so I can see how my shader would work if it was used for that.
Googling the issue, a similar problem was fixed for others by closing and reopening the inspector window. This did not work for me sadly.
I can sculpt terrain before trying to apply textures but once i switched to the texture mode, i can not switch to other tools anymore
the brush mask tab seems to be empty
I did a reset. Still nothing on the Brush mask tab. Trying to open and collapse it also produces the mentioned errors in the console
Actually my previous question was the wrong question. How do I make a shader that can be used on terrain?
Do you know if there might be any temp files related to this that a fresh install of unity doesnt delete automatically?
Thank you for the suggestions! I will try both!
hello i need help pls
I'm trying to make my own tilemap palette in pixel art (16x16), but after finishing the designs for each tile I can't save the image without it being super small with terrible quality due to the dimensions. If I make them larger to where it isnt blurry the tile map makes each 'tile' massive
Very much not what I'm trying to get here
Hi guys how can I make my textures no blurry/jaggy when touching other textures?
That is really cool. Have you looked at wave function collapse?
Is there additional expense when using "Holes" for terrains? I assume there are added shaders but wanted to check if it is expensive performance wise
Something is wrong with the "set height" tool for my terrain. It only seems to raise the height when it's set to 57 or higher, and from there it seems to raise the height exponentially. Can anyone tell me what my problem might be?
Hello everyone! I had posted this request last week and still could not find a solution for it. Is there someone that would be will to help me troubleshoot some more?
Hi guys ! I have a terrain set to static. But apparently right now it still receives dynamic shadows (from static lightmapped objects). I don't see a setting about receiving shadows for terrain. I have a single directional light set to baked with soft shadows in my scene. Any pointer about this?
I have a really simple shader graph that looks good on a mesh, but I am going to need to apply it to some generated terrain. This doesn't really seem like a big ask, but I just can't find how I could do it. Does anyone know?
Hey yall, How do I make my spriteshape select between those 2 randomly? or in a sequence 1,2,1,2,1,2 ?
How do I maake smooth 2d terrain like this?
help please, why do my terrain separate? how do i get them together?
Thks in advance 🙂
thks
Even using the reconnect, it continues to be the same
😫
Make sure you're not missing anything, there should be tutorials about this as well
I believe that exact demo is available for downloading so you can check out how it was made
<@&502880774467354641> please help
@oblique quail Don't ping admins with non-server issues
I tried to get help with that a while ago nobody helps on here
At least not with terrain
yo guys i want to build a huge terrain using gaia pro, huge means 100x80 km or more, the concern im having is about actually telling gaia to build all this because it takes a lot of time, i was wondering if it's normal or if there's a way to do thing better for my objective
Hi, I have an 100x100 image, and i want to fill out the entire main camera with it (not stretch, i want to multiply the image to fill the screen)
I’m using map magic 2 and have a question about it, is this the right channel for that?
hi,
back in ue4 I was able to resize skysphere in order to make region invisible beyond water limit
Im stuck here, I know that skybox can't be resized in unity, but there must be some work-around.
if anyone knows, please help me.
I have a weird problem with a Standalone VR build, grass looses it's transparency (and coloring)
Not sure if it is a terrain problem or what causes it (hence why I'm asking here).... Anyone seen such a problem before?
(it doesn't happen in editor)
Exponential and exponential squared fog could be used to blend radially to the horizon's color
How do I paint terrain
Why are all of my trees pink in URP
Hello there
does anyone know a way to create terrain at runtime with pre-defined textures? Is that even possible or should I create my own meshes?
The material needs to be upgraded to URP (if your trees came from an asset, look if there's a URP package in there or a readme for URP upgrading)
I mean, that sorta fixed it but the bark is still pink
Well that's some progress. Some of the trees work
find the bark material and see if you can upgrade that too
How?
right-click the material asset or look in Edit -> Rendering (i think). There should be an option to upgrade the material
try contacting whoever made the trees or if there's an update... if all fails, you can change the shader on the material yourself to one that works fine and looks good (enough)
Is someone capable to help with getting this mesh into unity? Seems like im too retarded to get the material into unity...
Try dropping the texture into the same folder as the model
in the paint trees thing what does "Bend Factor" mean
Always google your question so you get a link to the docs. It explains everything.
Also, don't crosspost. Stick in the channel related to your topic.
is it possible to paint muliple trees at once
Does anyone have any tips on terrain or any assets that are good for it
Hello, does someone know if its possible to create a new UV for the adjusted Unity Terrain?
because textures get streched hardly on some points
I cannot paint more textures on the terrain
its more like not visible
not clear but visible
Hii i have a terrain with a very somple texture layer on top of it(rock pattern) but it has this weird reflection even when the metallic settings on the layer is 0, how can i get rid of this?
can anyone help me? my problem is that my grass mesh painting on my terrain isn't rotated correctly even when I rotate the mesh on itself.
Does anyone know why terrain may be nearly 3mb with the lowest resolution and only 2 textures? It's only 400x400 so I have no idea what can be causing such a large file size. I previously worked with higher res terrains and they were never nearly this large...
Hello! Idk if this question goes here or lighting but... I've tried baking my lighting (simply 1 directional light) in my scene which is a big terrain, the trees are also placed with the terrain tools (except a couple placed individually), and as you can see, some trees are casting shadows (right) but some are not (left front), and apparently none of them are receiving shadow in themselves (the trees at the right, there's a big rock to their right, but none of the trees are in shadow. So, the trees don't have shadows). Additionally, here are my terrain lightmap settings. Since my terrain is gigantic, and my GPU isn't fit to bake lights, the generate lighting process takes about 2h with CPU, so I would appreciate it if you ask me anything else you need before I start the generate lighting process again. By the way, I wonder if I need to rebake everything after making just a couple changes. Because once I had everything baked, I changed the settings of two trees that ended up completely black and clicked generate again, but it had to do the whole 2h process. I'm asking if it seriously needs to redo everything just for those little changes.
I’m trying to add “trees” to my terrain but for whatever reason it won’t work. I’m giving the prefab a LOD group but that’s not working either. What am I doing wrong?
How do i make an terrain, i tried making one and my character kept falling straight through it
Hey guys I have a question, how do I make my lowpoly trees sway with the wind?
Does it need to have animation or? I haven't quite understood on how it works.
You essentially offset the vertecies with a shader according to a time and a noise texture you want to use.
If you don't want to sway the entire mesh, you sway some parts of the UV map more than others
That's how you do it for example grassblades
i've made a terrain using terresculptor but when i import it to unity using heightmap then it only imports a part of the terrain instead of the complete terrain
any idea what to do???
Heya! Is there a way to control settings for all terrain tiles at once when I have a lot of tiles? For example I want to control Detail Distance for all at once
Maybe this is relevant to this channel as well idk
#🔀┃art-asset-workflow message
Hi. How can I make my terrain less reflective please?
check the terrain layer assets.
this?
yes- or click the asset itself. I remember a slider for what you're looking for
this?
yeah....
well, those sliders don't seem to be able to avoid the sun reflection, or at least idk how to do it sorry😅
it looks like there's water just above the terrain
the object shadows aren't smooth, that's why I think you might have added some kind of water
nope I haven't
or at least I don't even know
because I didn't even know it was possible to add water
even the sun reflection looks like there's wavy texture to it
but maybe I misjudge the shadows, could be a low shadow resolution as well
it is the sun, no shadows
and it only happens when it has a difusse texture
without one it doesn't do it
uhm... maybe check all the other layers... the one selected might not be the one used in the terrain? The reflection behaves like the layer has a normal map, but the one you have selected does not have one
i'm stumped 😦
why do I always have to find something that breaks the progress 😦
okay after some testing idk why I think I might have found a solution but I still don't know the reason behind it
just set the texture to alpha source from gray scale
this is probably simple, but i cant find it myself. im using a terrain with 2d grass and flowers etc. is there an option to make them static and not "Look At"? while i was on desktop, it was ok, but in vr it looks really strange
Usually cliff faces in a lot of games are done via a seperate rock model that is placed on top of the terrain mesh.
Yeah but those aren't cliffs. That's just a small (around 1m?) step downwards. I'm building an island which is insanely huge and has this in many places. Modeling this seperately is just impossible
It would take wayyyyyyyyy too much time and effort
How do i make these jagged edges smoother? you can see them on the path right?
Use the smooth tool
Is there any way to make the erosion brushes look good in recent Unity? They just build a hill with noise, doesn't look like old erosion brushes at all
When you're making hill in the terrain editor there should be an option to smooth
Yea smooth terrain.
Not smooth texture or something
it stays jagged no matter what
and it's annoying
it makes it look poor
Use the smooth height brush and don't forget to increase blur radius parameter
Idk how to do that
Paint terrain Tab - Smooth Height Brush
Then lower there will be some brush parameters
Ahh ok
Hey guys, is there a fix for this? I'm using tile map and I have a corner piece that is acting as a ramp. Is there an option to change the collision for certain pieces?
Never mind, I found out the solution. I had to go into the sprite editor and pick custom physics then reset the component.
Can anyone teach me what LOD is?
I seen something about filling the background with something like mountains and although im not at that step yet I will definitely be there eventually and it would be a great help thanks
level of detail hm
The basic of it is to have levels of details (obvious isn't it :))
for example:
you have 3d model with 100K vertices... that's a lot of vertices just for single object
but sometimes it is necessary to have all the details when it's close to camera
BUT
you, your dad, you mom, nieces, nephews or your neighbors! WON'T notice all the glory of your 3d model details when it's faraway from the camera... thus, you just need to make a simplified version of your model, which can be cut down with just 5k vertices for medium range, and 1k if the object is very faraway
Thus LOD
thanks for coming to my TED talk 🙂
Does Anyone have an idea why The Wind Settings for Grass Changes the color whenever wind animates on grass?
This Size scale
does anyone know how to make the terrain go above itself
similar to a cave entrance
Hello, I would like to design a cool terrain but I am building a mobile game so I don’t know how far should I go with details so I don’t run into performance issues
Hi there, does anyone know a way to avoid terracing?
I'm creating a Texture2D from a material (via RenderTexture) with this
private static Texture2D ToTexture2D(RenderTexture renderTex)
{
var tex = new Texture2D(renderTex.width, renderTex.height, TextureFormat.ARGB32, false);
RenderTexture.active = renderTex;
tex.ReadPixels(new Rect(0, 0, renderTex.width, renderTex.height), 0, 0);
tex.Apply();
RenderTexture.active = null;
return tex;
}
resulting in this heightMap
But the result on terrain looks like this
HeightMap res is 4k both in generation and on terrain
hey everyone I have a problem with my terrain
I have added trees in my terrain
but I can only see them from a couple of meters
although I have the tree distance set to the maximum
I have tried using a script to increase the tree distance, but it stays the same
Those "smooth tools" will not solve your problem. What you are looking at is texture tiling. You must go to your terrain settings, scroll down, and change one of the texture options to 2k (2048x2048), or 4k (4096x4096), depending on how high you want it.
Screenshots please
A low poly game? Just set the terrain settings lower, and test it out. It's trial and error at that point
Not possible, sadly
Now that I've answered those questions, can anyone help me with this? I need those 2 terrains to work together. Their grouping id's are the same so I have no idea why it isn't working, I really need this fixed and can't find anything online 😦
anyone know why this happening? https://i.gyazo.com/cb10d67b7a01979a024e3d1ea847a8b6.mp4
using the built in pipeline btw
this happens with every shader I feed it outside of terrain shaders
and the weird thing is it never happened before
I'll send them right now
As you can see I have placed trees all over the terrain
but you can only see the ones close to the camera
hi guys
im having trouble setting up the trees
it says i need to have soft occlusion shader but when i apply that shader the material all goes pink why is that
You cannot do that with Unity Terrain, you can either use a mesh for the terrain or a normal terrain with a mesh cave entrance and a hole texture on the Terrain.
@verbal nest What problem are you having? I tried scrolling back and saw you posted a screenshot of two terrain with a gap?
Yeah. The terrains arent linking
Im guessing it's bcs I have 4 terrains of 250x250 and 1 terrain of 500x500 I want to link with it
That could indeed be an issue, however the picture I saw had a really large gap showing along the edges. Set Neighbors (which is what the grouping IDs and auto connect settings force Unity to call under the hood) won't get rid of that gap. The edges of two terrain must line up perfectly; that is to say, have the same height value.
The gap is actually really small. I'm not sure why it looks so big in that pic
So how should I fix it?
Is there any way to convert voxel terrain to normal terrain
As long as auto connect is enabled in the editor and the terrain have the same grouping ID, I think you should be able to use the Terrain Set Heights tool to fix it
you can use a really small brush so it only effects a small region, because it might create a flat look like a table along the edges
Alright. I'll try that
Otherwise I'll have to stitch the terrains
Even though I don't know how
I think there may be a free tool floating around somewhere. There's also my product (Terrain Slicing & Dynamic Loading Kit) that includes a tileable terrain maker (which can be used as a stitcher too), however that's probably overkill for your needs. I think there's a cheaper stitcher on the asset store, or at least there use to be.
However, I think for making the height values the same the Set Heights option on the Terrain component should work for you.
If you try to use it on the edge and you notice it's not working correctly, it's probably because of what you suspected earlier, that the terrains aren't neighboring properly because one is 250 x 250 and the other is 500 x 500. In that case you'll have to split the terrain up. You can again look to my product listed above, or there is a free tool that does this in the Terrain Tools package offered by Unity (https://assetstore.unity.com/packages/tools/terrain/terrain-tools-64852). However these options will only work if the 500 x 500 terrain is also twice the size as the other terrain in all resolutions (like heightmap, splatmap, etc).
Yeah well I'm not paying any money to stitch 4 terrains together
I don't blame you. Good luck!
I also tried splitting the neighbouring terrain, though it still didn't link properly
whats this warning i cannot get to add trees on terrain
were the resolutions the same after splitting? Not the terrain dimensions as those are obviously the same. The splatmap and basemap? My guess is those are the only ones that need to be the same but I'm not positive.
All the resolutions are the same
How about reading the warning first?
It literally says exactly what you need to do
That's too bad, and unfortunately the end of my knowledge. Sorry!
I upgraded to a newer unity version and the terrains were alligned correctly so I got my hopes up. Still didnt work...
How does it look? Can you post a screenshot?
It looks like it should. It's 2 connected terrains though 1 has a large whiteish stripe across it. Ill send a ss when Im home
hey just got told that apparrently there is some way to have multiple textures on a terrain, but google finds nothing (atleast nothing that works with the 2021 lts), wondering if there are any good beginner tutorials on this?
nevermind im an idiot, turns out that your material has to be black for it to work for some reason
this has odd side effects though, such as the textures now living in a grid, makes it look like minecraft, very weird, google says this is normal, and not changeable though, so i guess ill just have to create another terrain to act as an anti grid machine
knowing me, im probably an idiot though.... so if i am missing something, any advice is appreciated
why my trees are floating? if it has to do anything with pivot point why some are placed near to ground and some are floating
anyone know how to flatten out a lot of trees that were scanned into the terrain model
ive tried getting raw height map data but i need the area to be extremely precise and have only this terrain model to use
smooth tool may help
only issue is that they will turn into hills
Like I need to flatten out 500 of those scanned in trees
set smooth tool to max size perhaps, it will smooth the rest of your terrain though, i wish you luck
Thanks
np
Is there any script that could modify the terrain
i actually dont know, if you check the terrain unity docs there may be something about manipulating terrain in scripts, but im not certain, i am not the best with terrain
Ok, thanks
np, i wish you luck!
Is it actually possible to change the size of a terrain object/mesh?
hey how can i fix delayed rendering like my grass wont be rendered in fairish away and looks ugly?
little confused?
Hey. I have two neighbouring terrains, though when I try to smooth 1 terrain, it doesn't work, whilst I can smooth the other terrain. I've never had this it's really weird.
Settings shown here ^^
Well, not completely. The first terrain does smooth, though barely anything. I need it to smooth a lot. The other terrain does get smoothed a lot even though the brush has the same settings
Can anyone answer this?
Hi all
If i dont use unity's terrain, in favor for mesh as terrain, what can i use to "brush" splat map texture and prop instance?
Basically asking what's the workflow for no-terrain workflow for ground/stage
I have GPU Instancer, but not MicroSplat (which sounds like able to help here?)
There's Polybrush
Hello.
I have troubles with my terrains in the scene view, some rectangular parts don't load the textures when I zoom. As if I was very far. In the game view, it is fine.
It happens only in orthographic view though.
Is there a tutorial for making terrain/environment from mesh?
Like poly distribution, lightmap relations, is intersection ok, large chunks of rock objects stacked together ok or gotta rebuild a single mesh (maybe union?) To avoid overlaps and wasted verts, etc?
any idea why my objects suddenly look like that? D:
they used to be 90° on each corner
not a simple rotation in there
its weirdly stretched
It's nested non uniform scaling
Does anyone know how could i fix this? https://streamable.com/x7eckt
My path looks horrible how can i make it look better?
damn yall making n64 games here?
ewwwww
IKR
there might be a setting in your terrain to change the splat map resolution? im not sure
there isn't :p @exotic wing
how do i get to this?
make it udrp or sum
Ok I've found it but what do i set it to?
if u cant fix that way make some terrain with the texture to make better quality
thats what we are.... DOING
something higher
then the current res
see what works best
nooooo
thats the height map
it changes the resolution of the mesh
you need control texture resolution
the one under it
(thats what unity said)
but it's making no difference
I'm doing this and it's changing nothing
Try drawing on it
Its keeping the old low res image from before
Reseting it and redrawing it should work
the higher the res the slower i draw.
will it make my game laggy?
I recomend making your terrain out of other smaller terrains beacuse vig terrains will impac performance as far as im aware
but i thought smaller terrains like let's say i have 100 small terrains. i thought THAT would make it laggy
i thought 1 big one would be ok
@exotic wingI have 1 massive terrain that's 1k x 1k would that be considered laggy?
The splat map probably will if you want it to not look like crap
splat map?
Yes, the splat map is a texture that blends all the textures you put on your terrain together
ahh ok
anyone know why my terrain is bugging out like when its overlapping
nothing is over lapping
just spent 30 min making sure and fixing it
only does it when im in game like have hit play
fixed it
there was an invisible terrain there somehow because non of mine where set to invisible
For mesh terrain, should i:
- Polybrush + GPU Instancer, and some splatmap shader for the land
- Vegetation studio, microsplat mesh workflow?
- Something else?
For low poly (mesh) terrain, is Polaris recommended? Or just stick with blender?
Oh yeah, Polaris. How can you place trees and grass on other meshes in Polaris, apart from Polaris terrain?
For example I have massive slanted rock prefab and want some grass on it through Polaris brush
😋
Does anyone know how could i fix this? https://streamable.com/x7eckt
So ure making a low poly mesh terrain?
I am
I am a not a right person youd like to interview, I am just the beginner in polaris and terrain building as a whole😩
Haha well, at least i can ask how u manage it so far?
yes
look
grass and trees are PSD textures and I use them in polaris, textures of ground are solid colors as well
like that
Polaris doesn't supports overhangs/caves right. U plan to have that?
No, it doesn't support caves because it is based on a hightmap that is by itself one layer only
For caves you can cut hole in the terrain and put rock prefabs to form a cave that people usually so with unity terrain and Polaris addon
Cutting holes means you paint with transparent color, it doesn't destroy mesh for sure
I still cant decide
I know blender well, and to me getting polaris just for terrain is a waste. Just model in blender and splat in unity with microsplat?
hello, wanted to ask about what advantages i get from using unity's terrain tools as opposed to using a third party program and importing it as a mesh?
Does Unity's Terrain have the ability to store settings tied to Paint Details in a similar way to how you can apply Terrain Palettes across different terrains when painting flooring. Does such a feature exist or is this something I need to get my programmer to hook up for me?
I'm trying to create themes of for a set of different terrains which adhere to consistent grass width/heights/colours across multiple prefabs variants. Currently, in order for me to get the same grass detail settings from one prefab into another I'm having to manually input the values each time I make an edit into an increasing list of prefabs. 🤔
Does anyone know how to use poly brush on top of terrain
does anyone know what happened to these options in terrain? I can't find them... Paint texture and the bridge function
when i set the height in the blue marked area a copy is created in the back red area and he draws it there too. Is this a bug ? And in the front red area I can't set the height at all. It would be annoying if I had to redo the whole terrain.
Pretty sure it’s in a pack it doesn’t come with unity
Does anyone know why when I use smooth terrain option it doesn’t work
We’ve had some reports of people not being able to follow our Terrain Video (https://youtu.be/pZuXDZkBMow) when using Unity 2021.
At the moment, the Terrain Tools package doesn’t show in the package manager for some reason, so this is just a quick video showing how to install the package manually.
Help support our work:
► Patreon: https://www....
Thank you so so much !!!
Did it work
I create this with the offiziell Unity Terrain system.
I use for this No packs
Hello, I have a problem. I am trying to adapt a piece of land to a mansion, but it is becoming very difficult for me.
@outer tree your brush is way to small and the strength is way too high
also I normally will find the exact height of the bottom of the house and flatten the whole area under the house so nothing is sticking up through the floor
ok thanks
if you go into package manager and use either 'add package by name' or 'add git package' and just enter com.unity.terrain-tools it should add it
Those extensions are part of an add-on package: https://docs.unity3d.com/Packages/com.unity.terrain-tools@4.0/manual/index.html
I ran into a problem in my unity
everytime I try to place a tree using the brush tool, the trees don't show up on the terrain
What are your brush settings?
hm
hello when i place the grass i have some white patches here
how would i fix that
can i put like a base layer on?
Yes i guess you didn't applied any texture there
still soem spots left over no matter how many times i go over it
is there a way i can add like borwn alyer under the grass?
also when i pan across the grass and trees dissapear adn onyl some of them stay
is there a way i can increase this distance so ican see more?
@dusk sparrow I agree with @livid zenith the best way to get rid of the white spots is to add a base texture on the terrain itself (depending on what graphic style you are looking for)
ty for the suggestion!
Are u still thinking
oh shoot no, I don't really come to terrain and forgot about it, my bad
I tried with the same settings, but it worked for me, i just didnt get the occulusion warning
but i dont think thats the problem
Your welcome
I there anyone that can rip the SlendyTubbies map from the game? Need it for a project...
how do i accses the terrian editor?
How well does Unity support underground terrain? Ie. cave systems. I'm making a game where, without going into too much, you play as a goblin and roam around caves. I was thinking about either making Minecraft-sized caves (this is just a volumetric example), or if that is not possible, something more akin to Blackreach in Skyrim (https://elderscrolls.fandom.com/wiki/Blackreach_(Skyrim)) or Nokron in Elden Ring (https://www.ign.com/wikis/elden-ring/Nokron,_Eternal_City_Location_and_Walkthrough).
I want to be clear, I'm not trying to recreate the quality. What I'm interested in is how feasible is either in terms of creating the actual playable area? In either case, I want to have a physical roof I can attach objects to like stalagmites and glowing mushrooms.
package manager > terrain tools
window > terrain > terrain window
thanks!
Not sure you can do this kind ofthings with terrain, maybe you should try creating your own mesh, and paint it using polybrush
Or create the floor using terrain then the roof with a separate mesh
Pretty much what I ended up doing. I ended up just going over to blender as the unity terrain tools definitely were not up to the task.
Hi, anyone experienced any issues with splitting a larger unity terrain into multiple smaller terrains? the new toolbox even gives a split feature, but we are seeing seams on the borders appearing.
https://www.instarestoration.com/slider/view/fa92800c-1478-4b23-a924-beea6c37740d
I also created a forum post ( https://forum.unity.com/threads/2021-3-5f1-lts-unity-split-tool-not-handling-splatmaps-control-texture-correctly.1302246/ ) about it just asking here in case folks are watching discord more closely.
I see Gaia Pro is on sale for 50% off. Can anyone vouch for it? I'm interested in using it to create low poly terrain for my game.
guys help
why invisible spot was replaced by black color in unity?
what type of file do terrain layers need, as it says it is a 2d texture, which i would assume would be images, yet it appears these dont work, from googling it says to use tif files, although these crash unity when i try to use them?
Make sure that imported image asset is set to default texture type. png works as well. https://docs.unity3d.com/Packages/com.unity.terrain-tools@5.0/manual/toolbox-import-heightmap.html
oh ok, thank you so much, ill try that and report back!
hmm, it is definitely default texture type, ill try png incase that helps, also hope it stops crashing
i would send a bug report, except after 3 hours of it attempting to send it i had to go to bed, so guess the crash bug report will have to remain unsent
yas png works, and it doesnt crash the editor!
Material has to use correct mode of transparency with texture asset set to support it. See texture transparency configurations.
this?
ok fixed thanks
i have a problem
how can i drag material to object quickly?
i have over 200 object use a same material
materials support multiassignment. Select all of them and assign once
thanks
Hi, I need help to change the size of the box collidor on this sprite to fit exactly according to the size of my sprite. I'v already tried so many ways and nothing seems to work. Can anyone help me?
Do you mean down to the pixel? Or just changing the size of the box to the top of his head / bottom of his feet / lovehandles
Because those settings can be changed in the box collider settings
Apparently this is a solution if you require it to be pixel-perfect https://github.com/RandomiaGaming/Unity2DPixelPerfectCollider
Also, this is the #⛰️┃terrain-3d channel :p
I have a problem in unity editor
the trees are pink
and I'm trying to add tress on my game
thank you so much!
the terrain system no longer works properly, correct?
why my objects just move to another position?
after i open project its gone another position
Hey guys. Is it possible to paint billboard grass onto the terrain using the terrain editor in hdrp? Last time I checked, it doesn’t work
Also, is it still limited with how many textures can be painted onto it? I know urp can have unlimited and also can paint billboard grass. But some reason not hdrp
Does anyone know how to fix glossy terrain with white spots? I'm unsure why this is happening.
check the textures you are using
they're from the unity terrain tools asset
also, would anyone know of a better asset to download?
does anybody know if the caves/dungeons in Oldschool runescape are made from terrains? Looks like you could make similar with terrain
@drifting crown would my question be the same as the one you answered above?
Not familiar with terrain materials.
they are all custom models in RS
@covert pebble Don't crosspost
Hey guys, I'm making a top down game. I was wondering if there are some advice on making the terrain and other art. I was deciding between making one big sheet filled with all the terrains and another with all the objects (tables, doors, misc objects, etc) or simply making them all individual. Is there a preferred method that would make it all easier?
how do you make a terrain texture not be metallic, as im tryna make grass but the sun shines off them like it is shiny steel ahhh
even worse i know the issue now...
i forget that png textures are always way to shiny as terrain textures
but i cannot use tif because they often crash unity, despite them not being shiny when used as terrain textures....
i cannot seem to find any other file format that would be better
either they crash unity a lot
or they are way too shiny
yup i got no clue
nothing online seems to help either
ok found 1 ancient article on it
turns out that you have to somehow add a black alpha channel
and how on earth you do that, i got no clue
yep no tutorials online
great
im forced to make everything out of nice and shiny metal i guess, cause there is no known way to add a black alpha channel
yep i cant work it out, no googling seems to help
configure the texture. "smoothness" turn it to zero.
lol, but thanks ill try that!
where?
under there
im not falling for that lol
there is no smoothness
no slider i can see atleast
nope
send a screenshot of your inspector
here is my terrain layer texture thingy
lol
texture shape 3D
last time i tried that it refused
and then crashed
but ill try it again sure
why?
I'm to high to help
perhaps you shouldn't be on the unity discord
you might get muted
uhh, no.
ok
welp you have not helped me at all with my question i am afraid, as it is still shiny
does the texture have a normal map, albito, metalic. et cetera
or is it just the one
just the 1, adding multiple crashed unity last time
unity is not the most stable platform when it comes to textures in my oppinion, ive had multiple crashes for no reason, all caused by textures
try finding a different simular grass texture and take everything other than the one you have
thats the one thing that works for me 💀
clever!
lol
this worked, thank you so much!

now finally i can paint my beaches pink!!!
guys i have a question, why does most of my textures/images don't get imported into unity and i can't use them as materials
https://docs.unity3d.com/Manual/ImportingAssets.html Note the part about settings.