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There is a demo that shows the setup of various features. The brushes shown in this thread aren't available yet. The new terrain system I am...
This is a rough video of the area placement tool, but maybe this is what you want? It creates trees in a grid like pattern in a polygon area. You...
First I've learned of this issue. Which version of Unity and which version of the Post Processing stack are you using? And what kind of errors did...
Gist file. No setup required. Shift + Right click on an object in the scene to bring up a list of it's methods marked with [ContextMenu]. [IMG]...
Unity released their C# source code, so it was easy to copy their brush tool. [MEDIA] It's not as fast as the built in tool, but it will allow...
It's not a component, you call it like you would call Physics.Raycast. There are demos included that demonstrate how to use it.
The stamp system will set the height, splat, detail of any terrains that are under them, and then automatically stitch the seams. The built in...
Almost ready with an update, just need a few million more years. Features upcoming: 1) Terrain Import Use terrain from any other system by simply...
Flickering is a problem I've been getting in newer versions of Unity. I've tried some things to fix it and have a few more ideas, but I don't...
Not any time soon. I have a theory on how to do meshcasting which could cast any shape, sphere or otherwise. But it will need to use a compute...
Yes I should have made this more noticeable: I also plan on writing some kind of octtree system which can automatically track objects, which...
It seems to be a platform & setup related problem. It's only getting a 2x2 texture from the GPU to CPU, but for some reason it's slower in some...
I really hope I can upload a new version to the asset store before the end of the month. Here's a quick overview of some new things. 1) Robust...
Another thing is that stamping is material based instead of texture based. So you can do stuff with shader based noise, and or textures. Here I...
Ugly image alert. Just trying to show a quick update. I'm shifting away from using textures for everything (too much work for users), and instead...
Making slow and steady progress on the rewrite. If I could afford to I'd work on it everyday. Here's some of what I'm working on: 1) New path...
Getting data from the GPU to CPU is unavoidably slow. I tried with compute shaders and async techniques and neither changed performance much. But...
Thank you for the support. I'm working on a number of things at once so I'm not sure when the next version will be ready. Maybe I'll try to post...
Yes this works fine with Megasplat and Microsplat as those are shaders and this is a terrain system. I think I was using Microsplat while creating...
I could add an export option eventually. I was experimenting with creating slanted mountains that can basically overhang terrain, and created a...