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You can get the position of tree instances from TerrainData. Then maybe have some code to compare tree position with camera position plus some...
On your URP asset, what does it say about depth priming mode? If it is enabled, can you try switching it to disabled?[ATTACH]
Are those grass details marked as "billboard"? If so, URP balanced has depth priming enabled, and there is currently a bug related to depth...
Oh whoops I misunderstood. Ok I am going to take a look because it doesn't make sense for the tools to not be independent of frame rate.
Let me know if setting the Editor to a fixed frame rate fixes it for you.
can you post a picture of what your brush settings are for raise and lower? Also are there any error messages being printed in the console?
No, sorry. This fix added data to the serialized format of the terrain layer so it can "remember" your alpha channel settings. We generally don't...
Yeah this approach works well. For textures without an alpha channel, Unity will give it an alpha channel (if you select an RGBA texture format)...
Are you getting any messages in the console?
So details _do_ work for HDRP, but require GPU instancing, which can be setup under Terrain > Details > Edit Detail > Use GPU Instancing. But that...
I've just taken a look and yeah this is a render pipeline issue. In HDRP, looking at the DemoScene that comes with the assets, I can see this on...
Thanks! To me this is looking like a render pipeline issue. What render pipeline are you using (built in, URP, or HDRP?) and then what pipeline...
can you share a few pictures and some more details? Are the trees in a scene, if so what does it look like right now?
When you export, what is the scale setting? [ATTACH]
Perhaps a units issue? How are you getting the model into Unity, using the blender file directly?
That sounds even more strange, I don't think unused terrain data should be causing issues in an active scene. Definitely follow up if you are able...
This is surely a problem, can you file a bug? It is a huge help https://unity.com/releases/editor/qa/bug-reporting
Hmm I don't think so, because in general the terrain rendering is dynamic each frame so that you get automatic level of detail, making terrain in...
Hmm ok. If you (or anyone else in this thread with the issue) could file a bug that would be a big help.
This is not possible with a heightmap implementation like Unity has. Even with some variations of a heightmap, the most you can usually get is...