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I think in the end it was only in editor profiling, but not on the build. Presumably they cache it as soon as a terrain loads in so you can swap...
Aye that's true and we did rely on third party packages before. My first guess was Amplify Impostors, but we thoroughly purged it from the project...
I thought it might've been the list of tree instances but actually TerrainData is a different category in memory that is also loaded. At this...
Hey there! I'm working on a project with a pretty big open world and we're not using floating point origin fixes since we don't experience enough...
Hey there! I'm actually looking for the same functionality, but have yet to find it. Did you end up solving this problem? I tried instantiating a...
Maybe this is not the right subforum? Is there a general performance forum? I'd figure open world terrain optimization would be here.
I've been doing some memory profiling and found a bunch of objects called "Tree Impostor Texture" in the Render Texture settings. Though I can't...
Perfect, the latest patch did indeed fix it! Good job and thanks for the quick fix.
Hey, you managed to squeeze some time in to find the cause? I've tried commenting all SetDirty calls in MicroSplatTerrain and it seems to fix at...
I think easy multi scene management would be a golden addition, if there's any demand for it. I can imagine people needing proper roads in an big...
I don't entirely understand that first part. Would that constitute taking out the network's children (the actual roads) and storing them in a...
Hey there! We bought EasyRoads to check out if it's a right fit for our project. We're building a big open world game with a multi scene...
Hey, I'm running into an issue where selecting a terrain gameobject with a MicroSplatTerrain component on it will mark all open scenes as...
Hey there, I'm currently working on the same thing. So far, experimentation doesn't yield the results I want yet, but maybe you're interested in...
I've been looking around for something similar and couldn't find any other forum posts on it. I started experimenting today, so maybe this info is...
Jumped the gun on this one... Apparently the source textures you try to pack into the atlas ALSO need to be readable. Since we don't want to...
Apologies for resurrecting this, but I'm running into the same problem at the moment and can't seem to find any solutions to it yet. Did you ever...
Also when excluding a group from the build, it doesn't reference the previous build for that group? Is there an option to reference the previously...
It seems that the Bundle Mode: Pack Seperately rebuilds only dirty assets, so that's the thing I initially looked for. Now I've run into a...
I procedurally generate the terrains once in an automated process and add a MicroSplatTerrain component to each, then assign the template...