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It seems it can be done through reflection, found this: *...
Could you add a "exclude objects from biome blend area" option? Maybe with a curve so it can be adjusted?
I have several biomes blended with Biome Set, each biome has a transition value to smooth between the biomes. Though i want to remove biome...
Seems the issue is due to no MicroSplatTerrain component is added to the terrains. In MicroSplatOutput.cs there is ApplyData.ApplyTmp() which...
Got some more issues with microsplat, also reported them in the microsplat discord. Using Microsplat Terrain 3.401 and HDRP 3.4 packages, Unity...
Yep, Custom Splats are enabled in Microsplat. Tried this with a new and simple graph: [ATTACH] Result: Thread failed:...
Following up my custom node issue from MM1 thread: A custom node can easily be integrated with a assemly definition reference. I have this...
Yep, demo scene is working. There is "Material Property Serializer" on the terrain in the demo scene which is missing from my terrain. Maybe this...
@Wright Can you please fill the microsplat docs page? I can't get the integration to work :-(
I tried Scatter -> Forest -> Stroke -> Texture, but i can't connect the Texture node, the connection line is red. Though Scatter -> Stroke ->...
For server authoritative movement the server needs all the height information. Even if the server has textures a headless won't render them.
Finally found the GUI namespace, it's in the MapMagic.Editor assembly. This wouldn't work when using runtime generation.
Yep, but i can't add further assembly refs, can i?
I'm working on a few nodes for MM2 (mostly DOTS based for my game) and wonder how the loading works. Map Magic has its own assembly defs, my node...
Hi, just got your asset in the sale and it works fine with HDRP 7.3 :-) Is it possible to start baking via script? I would like to integrate it...
You can use the default conversion for all colliders except terrain.
This is due to LocalToWorld set from Translation in the next frame. You can prevent this by setting LocalToWorld directly when spawning!
Here is a hacky solution for this issue, got it from someone on discord: * Update after physics: [UpdateAfter(typeof(BuildPhysicsWorld))] *...
Thanks for your response! I tried "--max-old-space-size=6192" with npm publish and it doesn't help: npm ERR! code ERR_FS_FILE_TOO_LARGE npm ERR!...
From a MB you have access to World.* with this you can do everything like in "pure" ECS. Get an EntityManager, construct EntityQueries, read and...