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[60% OFF] TerraWorld 2021 - Automatic Level Designer for Real-World Locations

Discussion in 'Assets and Asset Store' started by TerraUnity, Nov 27, 2019.

  1. TerraUnity

    TerraUnity

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    @Artini Thanks for the good words and asking the question. Since a lot of users asked for this, let me echo what announced earlier for future reference:

    We'll add other templates like desert, grassland... every few weeks in a row so that we can bring back missing ones with the new system and eventually add new ones to the Realistic category.

    FYI, Realistic Forest template was a R&D project which took us about 2 months to wrap up since we have introduced Runtime Spawners and a lot of art stuff and new features for it... so reviewing this template and its techniques used to create this lush environment will keep you entertained playing around with it for some time. Stay tuned for the new templates.
     
    StevenPicard likes this.
  2. Artini

    Artini

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    Thanks for the explanation. Realistic Forest looks amazing.
    Will wait for the other templates, then.
     
    TerraUnity likes this.
  3. TerraUnity

    TerraUnity

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    Thanks, we try our best to deliver new templates with the quality of current forest graph, so in the meantime you can learn and practice with it until we release others. It is also very welcomed and appreciated if you share your creations with TerraWorld in our Discord server here: https://discord.gg/9J6Jk7B
     
  4. TerraUnity

    TerraUnity

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    Create a beautiful realistic forest in Unity 2022

     
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  5. TerraUnity

    TerraUnity

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    Thanks to @Psyche_ for these amazing shots. All scene has been generated and rendered with TerraWorld via a custom graph:

    Click on the images for 4K size


    1.jpg

    2.jpg

    3.jpg

    4.jpg

    5.jpg
     
  6. TerraUnity

    TerraUnity

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    Here comes another great project from our team, put on your VR goggles :cool:




    This 3D 360 VR capture is from a scene generated by our solution "TerraWorld - Automated Level Designer" plugin in Unity engine, which can be viewed from VR goggles. The experience will let you feel the immerse of created 3D nature with a touch of phantasy mood to it.
     
  7. TerraUnity

    TerraUnity

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    Hey guys, put on your Quest 2 headset and get immersed in a very high resolution and detailed 3D nature created by TerraWorld: https://terraunity.com/community/topic/lakeside-virtual-reality-tour-vr-demo/

    1-1.png
    2-1.png
    3-1.png


    The area used to make this demo is Rätikon in Austria, with some custom edits. The purpose of making this demo is to show some capabilities of TerraWorld software. You can easily create different scenes and use them in your projects, have fun!
     
    StevenPicard likes this.
  8. TerraUnity

    TerraUnity

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  9. TerraUnity

    TerraUnity

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    Let's have fun in Mount Rainier ;) Put on your Quest 2 goggles and play for free...


     
  10. TerraUnity

    TerraUnity

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  11. TerraUnity

    TerraUnity

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    Waiting for new templates in TerraWorld? "Realistic Desert" is going to be ready and available to all of our users for the next week ;)

    TerraWorld_Desert_Day.png

    TerraWorld_Desert_Night.png

    We put a lot of art stuff and customized features for this template, have fun.
     
    blacksun666 likes this.
  12. TerraUnity

    TerraUnity

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    So we are finally moving forward to support TerraWorld in SRP (HDRP/URP) pipelines and development of our custom shaders has been started and the progress is fast and cool.

    In the meantime, we have developed a scene converter solution more than a year ago for our users so they could bring their generated scenes by TerraWorld from built-in pipeline to SRP project templates. Following is the updated instructions to port your scenes from BIRP to SRP before we release dedicated HDRP & URP variants of TerraWorld as new products:

    Using the built-in scripts in TerraWorld 2.51.1 in Unity 2021.3.8 (this version works the best for now until Unity addresses instanced shader errors as reported here: https://forum.unity.com/threads/ver...for-drawmeshinstanced-calls-in-codes.1331346/)



    Setup Instructions:

    - So there is no need to update any scripts from our forums since they already come with TerraWorld ver. 2.51.1, but you only need to open up the script "ExportSceneToSRP.cs" in your IDE and uncomment the line: [MenuItem("Tools/TerraUnity/Export Scene To SRP (Experimental)", false, 20)] so that the converter will be revealed and being accessed from the menus Tools/TerraUnity/Export Scene To SRP (Experimental)

    - After selecting the menu "TerraUnity/Export Scene To SRP (Experimental)" TW's scene converter will automatically generate a unitypackage out of your current scene including all dependencies put in your project's root directory next to the Assets folder. This package can be imported into any SRP (HDRP/URP) projects and you only need to run Unity's material conversion process to convert scene materials into the proper ones based on template.

    - Since auto installer will not run in SRP projects, one more manual step is needed. Open up Project Settings window and go to the Player section, under "Scripting Define Symbols" add "TW_HDRP" if you are in HDRP or add "TW_URP" if you are in URP project and hit Apply button so that some functionalities will be unlocked such as grass being rendered also in game mode.

    - If materials are not the same as in original's project in BIRP, then simply select that material and change its settings since sometimes Unity fails to retrieve original settings while converting materials (e.g. in URP, I had to select grass materials and change their "Render Face" to "Both" & activate "Alpha Clipping" to make them cutout as shown)








    Source: https://terraunity.com/community/to...rd-rendering-pipeline-to-hdrp-urp/#postid-153
     
    SolarFalcon likes this.
  13. eKyNoX

    eKyNoX

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    Hello, does Terraworld takes into account the z-axis? I mean in case I want to use it on planets or even a solar system?
    I don't think so but maybe is there any plans for it? It would be ultimate!

    Thanks anyway
     
  14. TerraUnity

    TerraUnity

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    @eKyNoX I think by z-axis you mean the heightmap curve and terrain rotation to create planet shaped surfaces which in this case this is not possible in TerraWorld since it uses Unity's built-in terrain system and it doesn't support these features. FYI, I'm not aware of any terrain systems in any engines to support planetary terrain system unless they are simple or quantized meshes due to physics and other optimizations and limits!
     
  15. jreidland

    jreidland

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    For some reason under realistic I only see the forest template.
     
  16. TerraUnity

    TerraUnity

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  17. Marek_Bakalarczuk

    Marek_Bakalarczuk

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    Is realtime streaming is available? I need tool to make flight sim
     
  18. TerraUnity

    TerraUnity

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    Marek_Bakalarczuk and Rowlan like this.
  19. blacksun666

    blacksun666

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    @TerraUnity Does TerraLand include the city builder now as shown in the videos? Can't see it mentioned on the asset store release notes?
     
  20. TerraUnity

    TerraUnity

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    The city builder solution is a separate product but its streaming features will be added to TerraLand 4 soon and will be released to public. For more information on the geo-referenced city generator from our team, please follow up on the socials and Discord to get notified about its information and release date.
     
    blacksun666 likes this.
  21. ibyte

    ibyte

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    Hi What is the status on is template?
     
    eaque likes this.
  22. TerraUnity

    TerraUnity

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    To give you a heads up on the planning for templates and TerraWorld ecosystem, a new product TerraWorld Lite will be under Beta stage starting from Today and Templates will come as a separate paid package with new graphs and improvements for this new kid soon.

    This is to have it in a more organized product development and maybe a yearly subscription where it includes a lot of art stuff and modeling/texturing/materials/effects which needs our art team to be dedicated to its development and maintenance to stay in sync with latest TW features and development.

    This will be tied with our other SRP Shaders package which we previously showcased to support all 3 pipelines of BIRP, HDRP & URP as HDRP & URP variants of TW will be released after the Lite version.
     
  23. TerraUnity

    TerraUnity

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    Racing Game Project - just for fun - made with Unity 3D

     
    Rowlan likes this.
  24. TerraUnity

    TerraUnity

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    We are transitioning to the new kid from TerraWorld family called "TerraWorld Lite", see a snippet of the new system here:




    More info:

    "TerraWorld Lite" is the new kid from TerraWorld ecosystem with the new graph and nodes interface excluding TERRAIN & VFX tab as a more straightforward solution to world building.

    It means no custom shaders and effects are involved and supports all Unity rendering pipelines including BIRP, HDRP & URP so that you can then add your own graphics stuff (materials, effects, post processing) to the provided scenes.

    Graph management is improved and the UI is more user-friendly and intuitive to create nodes where all resources are being registered in Unity's Asset Database so it doesn't matter if you change assets' locations in project as it keeps their reference automatically.

    FYI, it also comes with a variety of new features for better performance, visuals and ease of use as current TW Pro won't receive updates any more after the official Lite release where it becomes the mainstream of TerraWorld development.
     
  25. TerraUnity

    TerraUnity

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    Hi everybody!

    Today we are happy to announce that after a long period of hard and dedicated working (roughly 3 years), TERRA team releases “TerraWorld Lite”.

    The purpose of “TerraWorld Lite” is to help indie and professional game makers, simulation developers and Mixed Reality developers for their scene generation and basically anyone who spends vast amount of time and resources in making detailed real-world 3D scenes.

    Since we love our community, to give back to them, current TerraWorld Pro users, will get time limited 80% discount while purchasing TerraWorld Lite from the AssetStore, so the price will be $19.99 instead of the original $99.99.

    New users will be get 50% discount for the upcoming 2 weeks. Don’t miss it!

    AssetStore link: https://assetstore.unity.com/packag...rld-lite-real-world-3d-scene-generator-253475
    Discussion thread: https://forum.unity.com/threads/terraworld-lite-real-world-3d-world-generator.1432060/
    Discord server: https://discord.gg/9J6Jk7B


    ⚡ Please note that "TerraWorld Lite" is a completely new product and system compared to its predecessor "TerraWorld Pro", hence existing projects made with Pro are not compatible with this new system.


    TerraWorld Lite vs. TerraWorld Pro:

    "TerraWorld Lite" is the new solution from TerraWorld ecosystem with the new graph and nodes interface excluding TERRAIN & VFX tab as a more straightforward and lightweight solution to world building.

    It means no custom shaders and effects are involved and supports all Unity rendering pipelines including BIRP, HDRP & URP so that you can then add your own graphics stuff (materials, effects, post processing) to the provided scenes.

    Graph management is improved and the UI is more user-friendly and intuitive to create nodes where all resources are being registered in Unity's Asset Database so it doesn't matter if you change assets' locations in project as it keeps their reference automatically.

    It also comes with a variety of new features for better performance, visuals and ease of use as it becomes the mainstream of TerraWorld development.

    Here are the key features TerraWorld Lite holds compared to the latest TerraWorld Pro:

    • User-friendly and intuitive Graph system with Nodes linked with Unity's AssetDatabase for any file management actions
    • Supports all Unity Rendering Pipelines of Built-in (BIRP), High Definition (HDRP) & Universal (URP)
    • Auto Installtion for all Editors of Windows, Mac & Linux
    • Tested and fully compatible on all target platforms of Windows, Mac, Linux, android, iOS, VR headsets and...
    • Faster Image Processing operations & Interactive Map via Google's Skia library
    • Billboard system for Grass layers to greatly improve runtime gameplay performance especially in dense environments
    • No custom shaders, materials, effects, Post Processing and generally graphics stuff are involved for the best compatibility between TerraWorld Lite & 3rd party assets as a highly performant and lightweight solution
    • Revamped editing tools for WorldTools comonent and layer editing capabilities
    • Lots of bugfixes and improvements in terms of UX, performance and ease of use gathered during the 3 years of TerraWorld development
     
    Last edited: May 3, 2023
  26. stonstad

    stonstad

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    This is confusing. The "lite" version is new and the pro version is deprecated? I just bought the non-lite version thinking I was purchasing the latest and greatest version.
     
    eaque and StevenPicard like this.
  27. TerraUnity

    TerraUnity

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    Thanks for reaching out, while the naming can be confusing to some people which we agree and may change for the better soon, the old Pro still holds its unique graphics features and not deprecated where it receives its updates.

    But no worries, we will refund the purchase if you want but FYI, while you own old TW Pro, you can get TW Lite with 80% discount only for $19.99 instead of $99.99 for a limited time!

    Let us know if you want to upgrade on store and have both products with discount or if you want to go with the refund route which then you have to pay $99.99 to get TerraWorld Lite!
     
  28. TerraUnity

    TerraUnity

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  29. TerraUnity

    TerraUnity

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    TerraWorld is on 50% sale as part of Unity AssetStore's WORLD BUILDING SALE
     
  30. ckutay

    ckutay

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    When adding TerraWorld 2021 to a game for the location, we can no longer run in WebGL as the Chrome browser will not accept threading, It Terra World using threading?
     
  31. TerraUnity

    TerraUnity

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    There are some parts of TerraWorld code which is multi-threaded such as grass rendering but I remember Unity providing some workarounds to enable threading in WebGL builds. Please share here your issues with TerraWorld and WebGL and also search for threading and WenbGL which is a Unity thing so that we can lift this limitation.

    Also, TerraWorld 2023 is now the recommended version for your projects which holds the following features compared to 2021 version as follows:

    • User-friendly and intuitive Graph system with Nodes linked with Unity's AssetDatabase for any file management actions
    • Supports all Unity Rendering Pipelines of Built-in (BIRP), High Definition (HDRP) & Universal (URP)
    • Auto Installtion for all Editors of Windows, Mac (Intel) & Linux
    • Tested and fully compatible on all target platforms of Windows, Mac, Linux, android, iOS, VR headsets and...
    • Faster Image Processing operations & Interactive Map via Google's Skia library
    • Billboard system for Grass layers to greatly improve runtime gameplay performance especially in dense environments
    • No custom shaders, materials, effects, Post Processing and generally graphics stuff are involved for the best compatibility between TerraWorld 2023 & 3rd party assets as a highly performant and lightweight solution
    • Revamped editing tools for WorldTools comonent and layer editing capabilities
    • Lots of bugfixes and improvements in terms of UX, performance and ease of use gathered during the 3 years of TerraWorld development

    TerraWorld 2023 discussion thread is here: https://forum.unity.com/threads/ter...nerator-level-designer-urp-hdrp-birp.1432060/
     
  32. Loryer00

    Loryer00

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    Hi, I hope this topic hasn't already been discussed before in the forum.
    I purchased both TerraWorld2021 and TerraLand3.
    I have a project already started with TerraLand and wanted to install TerraWorld as well.
    Something doesn't work though and Unity gives me a lot of errors. Am I doing something wrong or are the two assets not compatible together?Below I upload some of the errors (
    for greater readability I write them alternating them differently)
    Thank you

    [Package Manager Window] Error while getting product update details: Something went wrong. Please try again later. [Error 0
    UnityEditor.AsyncHTTPClient:Done (UnityEditor.AsyncHTTPClient/State,int)

    Assets\TerraWorld\Core\Common\Scripts\Core\TW\Unity\GeoCoder.cs(7,14): error CS0101: The namespace '<global namespace>' already contains a definition for 'GeoCodeData'

    Assets\TerraWorld\Core\Common\Scripts\Core\TW\Unity\GeoCoder.cs(13,14): error CS0101: The namespace '<global namespace>' already contains a definition for 'GeoCodeDataResourcesSet'

    Assets\TerraWorld\Core\Common\Scripts\Unity\Camera\MobileTouchControls.cs(4,14): error CS0101: The namespace '<global namespace>' already contains a definition for 'MobileTouchControls'

    Assets\TerraWorld\Core\Common\Scripts\Core\TW\Unity\GeoCoder.cs(6,2): error CS0579: Duplicate 'Serializable' attribute

    Assets\TerraWorld\Core\Common\Scripts\Core\TW\Unity\GeoCoder.cs(49,34): error CS0111: Type 'GeoCoder' already defines a member called 'AddressToLatLong' with the same parameter types

    Assets\TerraWorld\Core\Common\Scripts\Unity\Camera\MobileTouchControls.cs(24,7): error CS0111: Type 'MobileTouchControls' already defines a member called 'OnEnable' with the same parameter types

    Assets\TerraWorld\Core\Common\Scripts\Unity\Camera\MobileTouchControls.cs(64,10): error CS0111: Type 'MobileTouchControls' already defines a member called 'GetAccelerationVector' with the same parameter types
     
  33. TerraUnity

    TerraUnity

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    Hi, thanks for reaching out. You cannot have both TerraWorld and TerraLand in a single project because of duplicate files and/or shared classes unless you change some scripts and remove the duplicates.

    Let me know of the pipeline and goal you are looking for and we try our best to help!
     
  34. Loryer00

    Loryer00

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    Ah ok, I didn't know this. I'm using Unity 2022.3.10f1 and I'm in URP.
    What I'm trying to achieve is this:
    I need a real terrain generator (TerraLand is perfect) which, depending on the distance, shows me the Google/Bing texture and then a triplanar shader or in any case one that has the possibility of adding sand, grass and rocks depending on the terrain splat map.
    I've already tested Terra World but unfortunately it doesn't allow me to create terrain large enough for my purposes, so I'm trying TerraLand

    Do you have any ideas on how I could do it? even by buying other assets or taking advantage of some Unity features that I don't know about?
    Thnaks
     
  35. TerraUnity

    TerraUnity

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    I see, first of all, TerraWorld and TerraLand can both generate terrains the same way but with one major difference which may be the reason you switched to TerraLand and that's multi-tile support which is lacking in current TW version.

    So in TerraWorld, you can create a simple scene generating only terrains with no Scatter nodes in the graph as you would create terrains in scene in TerraLand. Take a look at this video tutorial to get started:



    Also, we recommend upgrading to TerraWorld 2023 which is on 50% sale right now:

    https://forum.unity.com/threads/ter...nerator-level-designer-urp-hdrp-birp.1432060/
    https://assetstore.unity.com/packag...-node-based-real-world-3d-terrain-tool-253475

    which has a lot of advantages compared to 2021 as follows:

    • User-friendly and intuitive Graph system with Nodes linked with Unity's AssetDatabase for any file management actions
    • Supports all Unity Rendering Pipelines of Built-in (BIRP), High Definition (HDRP) & Universal (URP)
    • Auto Installtion for all Editors of Windows, Mac (Intel) & Linux
    • Tested and fully compatible on all target platforms of Windows, Mac, Linux, android, iOS, VR headsets and...
    • Faster Image Processing operations & Interactive Map via Google's Skia library
    • Billboard system for Grass layers to greatly improve runtime gameplay performance especially in dense environments
    • No custom shaders, materials, effects, Post Processing and generally graphics stuff are involved for the best compatibility between TerraWorld 2023 & 3rd party assets as a highly performant and lightweight solution
    • Revamped editing tools for WorldTools comonent and layer editing capabilities
    • Lots of bugfixes and improvements in terms of UX, performance and ease of use gathered during the 3 years of TerraWorld development

    With the major one, which is a much better user interface and graph and nodes system.

    See TerraWorld 2023 in action here:





    Free Demo Scene Included:




    Ok so if you still want to use TerraLand for terrain generation, then simply export terrains using their heightmaps and data from Terrain Settings and regenerate them in other projects if you need or simply use the generated terrain assets created in scenes after terrain generation and use them as you like since you no longer need TerraLand plugin and its codes after world generation.

    So there is no need to buy or use any other solutions since you already have whatever you need in terms of creating terrains and possibly automatic level designing of TerraWorld.
     
  36. Loryer00

    Loryer00

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    Oct 26, 2021
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    Ok as soon as I can I'll look at all the material you posted, thank you very much!

    As far as TerraLand is concerned, the most interesting part, which I can't get to work at the moment :(, is the one relating to world rendering.
    We have a naval simulator with many simulated locations around the world and what we were interested in was connecting everything and allowing the user to navigate freely throughout the sea. So I wanted to apply all these reasonings directly in real time to the entire world of TerraLand.
    Do you think this can be done?

    In the case of your last example (creating the terrain in a project and then exporting the maps, etc.) I don't think it's a feasible process considering the generation of the entire world? Or am I wrong?

    (In the next post I'll show you why I can't get the global world mode to work)
     
  37. Loryer00

    Loryer00

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    Oct 26, 2021
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    (TerraLand Global World Problem)

    I created a new project 2022.3.10f1 in URP, imported TerraLand, set .Net Framework in player settings, and generated an "in-game scene".
    Attached is the list of errors that I receive after pressing Generate Server and while it is creating the terrain.

    I hope you can understand why it doesn't work. The project is completely new. Maybe I need some other setting?
    Thanks a lot man
     

    Attached Files:

  38. Loryer00

    Loryer00

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    Oct 26, 2021
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    I did other tests and the error that continues to give me while it is still downloading the maps is the one attached
     

    Attached Files:

  39. TerraUnity

    TerraUnity

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    Regarding the errors, make sure you are as an admin and running Unity in admin mode and then you have read/write access on your PC and project and saved files are not in a shared or external hard as seems like you have file access limitations on your computer. Sometimes firewalls and PC managers restrict the access to read/write files on computer without extra security permissions.

    Seems like there is file management issues on your computer such as not enough space or inaccessible hard drive to read/write files and that's totally a computer related issue. Please check back with these and test on other computer to see if the problem persists!
     
  40. Loryer00

    Loryer00

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    Oct 26, 2021
    Posts:
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    Thanks for your answer.
    I've already tried running unity as administrator and the problem doesn't resolve itself.
    As regards TerraLand permissions, when it downloads, does it write only to the Assets and subsequent folders or also to other parts of the computer?
    In the case of the Asset folder I have all the necessary rights.
    I also checked the Firewall and I have no problems.
    I noticed (image attached) that changing these settings causes editing errors. Am I missing any checkmarks or do I need to change some fields?
    Now i try with an other Unity Version.
    Thank you
     

    Attached Files:

  41. Loryer00

    Loryer00

    Joined:
    Oct 26, 2021
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    I also tried with version 2019.4.19f1 but the result is always the same, the same error and the usual warnings :(

    NullReferenceException: Object reference not set to an instance of an object
    TerraLand.TerrainGenerator.ShowDownloadsFolder () (at Assets/TerraLand/TerraLand Core/Scripts/Editor/TerrainGenerator.cs:4450)
    TerraLand.TerrainGenerator.<FinalizeTerrainHeights>b__323_1 () (at Assets/TerraLand/TerraLand Core/Scripts/Editor/TerrainGenerator.cs:4425)
    TerraLand.TerrainGenerator.Update () (at Assets/TerraLand/TerraLand Core/Scripts/Editor/TerrainGenerator.cs:7078)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <9577ac7a62ef43179789031239ba8798>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at <bef6d2fbef1348939b77102b4cf6a6e6>:0)
    UnityEditor.HostView.Invoke (System.String methodName) (at <bef6d2fbef1348939b77102b4cf6a6e6>:0)
    UnityEditor.HostView.SendUpdate () (at <bef6d2fbef1348939b77102b4cf6a6e6>:0)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <9577ac7a62ef43179789031239ba8798>:0)
    System.Delegate.DynamicInvokeImpl (System.Object[] args) (at <9577ac7a62ef43179789031239ba8798>:0)
    System.MulticastDelegate.DynamicInvokeImpl (System.Object[] args) (at <9577ac7a62ef43179789031239ba8798>:0)
    System.Delegate.DynamicInvoke (System.Object[] args) (at <9577ac7a62ef43179789031239ba8798>:0)
    UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at <bef6d2fbef1348939b77102b4cf6a6e6>:0)
     
  42. Loryer00

    Loryer00

    Joined:
    Oct 26, 2021
    Posts:
    14
    As you can see in the image, the plugin downloads the files it needs correctly and then, when it has to assemble them, it generates the error. I have tried to change the location of the download folder throughout the computer, from the system folders to those within the project itself but the result is always the same
     

    Attached Files:

  43. TerraUnity

    TerraUnity

    Joined:
    Aug 3, 2012
    Posts:
    1,251
    @Loryer00 There is no need to change Unity version and as previously stated, this is due to file management on your computer. The way it works is that it creates a server containing these 3 folders in picture to save tiles data in them and then consume them in runtime and stream tiles on demand so no need to have them inside project location.

    So if you have tiles in those folders, then server is already generated and you can use the demo scene to give server path and load them in runtime. Rather than this I have no idea what's going on there unless you try it on another computer since we never had such errors which explains there is a per user issue.

    Please check back on another computer and get back to us so that we can narrow down the issues.
     
  44. TerraUnity

    TerraUnity

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  45. Loryer00

    Loryer00

    Joined:
    Oct 26, 2021
    Posts:
    14
    I installed unity on my home machine, no restrictions exist. I install TerraLand3, select the "IN-GAME SCENE" tab and when I click on generate Server (pointing it to any folder) Unity returns all the same errors that I had already posted.
    :(

    As regards the generation of the terrain in "In-Editor Scene" mode, the terrain is generated correctly while the textures, after having tried again many times with the "GET FAILED IMAGES" of the download folder, continues to write this:

    System.Net.WebException: The request failed with HTTP status {0}: {1}.
    at System.Web.Services.Protocols.SoapHttpClientProtocol.ReadResponse (System.Web.Services.Protocols.SoapClientMessage message, System.Net.WebResponse response, System.IO.Stream responseStream, System.Boolean asyncCall) [0x00042] in <5fb33ba8a18647ebbad84fc3b1456357>:0
    at System.Web.Services.Protocols.SoapHttpClientProtocol.Invoke (System.String methodName, System.Object[] parameters) [0x0005a] in <5fb33ba8a18647ebbad84fc3b1456357>:0
    at TerraLandWorldImagery.World_Imagery_MapServer.ExportMapImage (TerraLandWorldImagery.MapDescription MapDescription, TerraLandWorldImagery.ImageDescription ImageDescription) [0x00000] in C:\Users\loren\TerraLand3\Assets\TerraLand\TerraLand Core\WebServer\App_Code\WorldImagery_MapService.asmx.cs:2850
    at (wrapper remoting-invoke-with-check) TerraLandWorldImagery.World_Imagery_MapServer.ExportMapImage(TerraLandWorldImagery.MapDescription,TerraLandWorldImagery.ImageDescription)
    at TerraLand.TerrainGenerator.ImageDownloader (System.Int32 i, System.Int32 current) [0x0015e] in C:\Users\loren\TerraLand3\Assets\TerraLand\TerraLand Core\Scripts\Editor\TerrainGenerator.cs:6268
    UnityEngine.Debug:Log (object)
    TerraLand.TerrainGenerator:ImageDownloader (int,int) (at Assets/TerraLand/TerraLand Core/Scripts/Editor/TerrainGenerator.cs:6332)
    TerraLand.TerrainGenerator/<>c__DisplayClass363_0:<ServerConnectImagery>b__0 () (at Assets/TerraLand/TerraLand Core/Scripts/Editor/TerrainGenerator.cs:6140)
    TerraLand.TerrainGenerator:RunAction (object) (at Assets/TerraLand/TerraLand Core/Scripts/Editor/TerrainGenerator.cs:7047)
    System.Threading._ThreadPoolWaitCallback:performWaitCallback ()

    What server does the asset get its data from? When I'm in the "Select area on map" section and choose MapBox rather than Bing, does this subsequently affect the data download server?
     
  46. TerraUnity

    TerraUnity

    Joined:
    Aug 3, 2012
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    @Loryer00 Interactive Map is only for area location setup and it's only to preview the selected area. TerraLand always uses ESRI for its elevation and imagery data obtains and terrain generation; so find a working source like Bing and select your region until we fix those other sources' issues for previewing.

    Regarding the errors, if you are using the latest versions of Unity, it may be possible that you have to set the option "Allow downloads over HTTP" to "Always allowed" in Project Settings as shown in the following image:

    allowDownloadsOverHTTP.JPG
     
  47. Loryer00

    Loryer00

    Joined:
    Oct 26, 2021
    Posts:
    14
    @TerraUnity thanks for your replay, unfortunately I have already done this test but the problem persists.
    thanks for trying
     
  48. TerraUnity

    TerraUnity

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    Aug 3, 2012
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    Did you try on other computer or network to see if the problem persists! Seems like a connection restriction on your side!
     
  49. Loryer00

    Loryer00

    Joined:
    Oct 26, 2021
    Posts:
    14
    I have already tried from 3 different computers but unfortunately the errors are the same :(
     
  50. TerraUnity

    TerraUnity

    Joined:
    Aug 3, 2012
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    Thanks for the report and we are sorry for the inconvenience caused by this. We will take a deep look at this particular issue through our technical department. In the meantime, can you please check back with it on different network and internet connection?