#Roadmap for Unity Terrain improvements ?

1 messages · Page 1 of 1 (latest)

vagrant fable
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Since the new terrain tool has been canceled, it would be greatly appreciated to quickly know the roadmap for possible improvements to the current terrain tool in Unity.

  • Non-destructive terrain: The ability to move mountains, roads, rivers, etc., similar to the "Atlas - Terrain Editor" asset on the Unity Asset Store.
  • Shader Graph + Terrain Material: The ability to customize texture rendering, control water, snow, rain, etc.
  • Flattening tool: A tool to flatten an area based on the 3D object above, such as a building.
  • Terrain texture blending: The ability to blend terrain textures with a model.

I believe many of the features demonstrated in the new tool could be adapted to work with the current one.

tacit horizon
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I just think it's more profitable for Unity to sit and profit on the cuts from people selling their own tools... unfortunately... thankfully I'm not invested anymore.

keen shadow
indigo shard
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@keen shadow are there particular features of the api that you are finding lacking?

keen shadow
# indigo shard <@257220840578351105> are there particular features of the api that you are find...

We had some discussion here:
https://discord.com/channels/489222168727519232/1352086343068684419

There's a number of things we can't touch, namely the mesh generation and the underlying data structures which can be very inefficient. In particular splatmaps can use a large amount of memory (I was up to a gigabyte for a mere 27 square kilometers of terrain).

In order to replace splatmaps with a more efficient solution we'd also need to be able to modify the code where those are painted - we don't have access to that. It's been a bit since I looked into this but at some point you hit some internal API and that's that.