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[BETA PROGRAM] Landscape Builder - realworld, GPU acceleration, prefab placement

Discussion in 'Assets and Asset Store' started by sstrong, Apr 30, 2016.

  1. magique

    magique

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    I decided to just recreate the landscape. I wanted to make some other changes anyway. If I try templates again and I can't figure it out, I'll let you know.
     
  2. sstrong

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    Ok, but you can still reapply parts of your original landscape from the template, even though you've started again. You can reimport settings like topography, trees, grass, textures, groups etc.

    Within the LB team, we use Templates all the time. Some days I could use it maybe 50 times while testing a new feature. Drag the template into the "Template to Apply" and decide what you want to overwrite.
     
  3. magique

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    Ah, I see. I might give that a try. I do need to still apply the grass, trees, and some rocks.
     
  4. sstrong

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    Templates are also a good backup feature for LB. Just make sure you click "Export Package" so that a copy is created outside the Asset folder. That way, when re-applying templates etc if you click the wrong button at least you can "restore" the previous LB settings.
     
  5. magique

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    Does Export Package include assets required for the template to work? Such as grass, trees, meshes, etc?
     
  6. sstrong

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    No, by design it doesn't so that people aren't tempted to send assets to other people who may not own them. If the project doesn't include the assets they will appear as [asset name] N/A so that you can still re-import the correct assets into a new project and everything will "just work".

    There are a few special exceptions with Map Paths but there is an option to include or not include the Map Path Texture and/or the mesh material.

    Think of an LBTemplate as the meta-data about your landscape. In our team we often drop them on a Skype session or email them as they are typically 1-2 MB.
     
  7. magique

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    That's what I thought. So, how would sending you a template help at any point? Wouldn't it just fail because it doesn't have any of the assets?
     
  8. sstrong

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    The template will still import and I can see all the settings. If I wish to recreate the scene I can add any assets I like to match your asset names. In Groups this may not be so obvious if you have specialised buildings, walls, fences, and other structures, or even NPCs. However, typically it is enough to help a customer with a problem.

    If you also click on a template, there is a debug mode which we use internally.
     
  9. magique

    magique

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    OK, gotcha. That helps. Thanks for the info.
     
  10. sstrong

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    The latest beta (LB 2.1.0 Beta 9i) contains fixes and enhancements for those people using Vegetation Studio Pro with Landscape Builder.

    By default, with Object Paths (VS Pro enabled), it now automatically removes grass along the path. Grass density should now more accurately reflect the setting in the LB Grass tab.
     
  11. sstrong

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    Landscape Builder 2.1.0 Release

    This version is now available for existing customers with Beta Program access to download immediately. The packages have been submitted to Unity for approval and hopefully will also be available from the Asset Store in the next few days.
     
  12. sstrong

    sstrong

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    [WANTED] Landscape Builder Version 2.1.1 Mac Testers

    If you have a modern Mac with a GPU that supports compute shaders, we'd like to hear from you. Many of the new features of Landscape Builder take advantage of the great performance GPUs have to offer.

    We'd like to ensure that Mac users also get to experience the best of LB's GPU acceleration features.

    What's in it for me?
    • You get to use the latest and greatest features in Landscape Builder before they are released
    • You get to influence the design of these new features
    • The ability to use the latest features in your game or project will full support from the LB team
    What do you need from me?
    • A modern Mac (probably < 2 years old)
    • A GPU / graphic card that supports Compute Shaders
    • The time to test a number of different GPU acceleration enabled features in LB
    • The time and patience to send us any errors and re-pro steps
    Currently we're looking for 1 or 2 Beta Testers
     
  13. sstrong

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    The Group Designer now calculates proximity for object path members. This means what you see in the designer more closely reflects what you see when you build the scene.

    Below is a screen shot from within the LB Group Designer. This is Clearing Group created with Landscape Builder and LB Enviro Pack 1.

    Shortly we'll be releasing a video that shows the actual scene.

    upload_2019-3-9_16-42-38.png

    LB 1.2.1 Beta 1m includes:

    [NEW] Groups Object Path - Remove Trees (includes integration with Vegetation Studio Pro)
    [NEW] Groups Object Path - Base Mesh for construction of bridges or overpasses
    [FIXED] Groups Scripting - lbObjPath.isRemoveExistingGrass is incorrectly scripted as a float
    [FIXED] Groups Object Path - in Edit mode, heights, textures and trees are not restored if member is deleted
    [FIXED] Groups Object Path - grass is not removed correctly for Clearing Groups with Vegetation Studio Pro
    [FIXED] Groups - when Ignore Prox of Others is enabled, sometimes others ignore this group member too
    [FIXED] Groups - Circle zones are displayed incorrectly in the Group Designer
    [FIXED] Templates - Object Path surface materials are not exported correctly and may produce null exception
    [IMPROVED] Groups Object Path - members in Clearings can now use Path Height
    [IMPROVED] Group Designer now calculates object path member proximity
    [IMPROVED] Group Designer - river surface meshes are now visible in the designer
     
    Last edited: Mar 9, 2019
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  14. sstrong

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    Landscape Builder 2.1.1 Release

    This has now been submitted to Unity for review. It includes:

    [NEW] Groups Object Path - Remove Trees (includes integration with Vegetation Studio Pro)
    [NEW] Groups Object Path - Base Mesh for construction of bridges or overpasses
    [NEW] Groups Object Path - Copy path points between group members
    [NEW] New landscapes are set to GPU Acceleration by default on supported platforms
    [FIXED] Groups Scripting - lbObjPath.isRemoveExistingGrass is incorrectly scripted as a float
    [FIXED] Groups Object Path - in Edit mode, heights, textures and trees are not restored if member is deleted
    [FIXED] Groups Object Path - grass is not removed correctly for Clearing Groups with Vegetation Studio Pro
    [FIXED] Groups - when Ignore Prox of Others is enabled, sometimes others ignore this group member too
    [FIXED] Groups - Circle zones are displayed incorrectly in the Group Designer
    [FIXED] Templates - Object Path surface materials are not exported correctly and may produce null exception
    [FIXED] "Import Now" does not appear when adding LB Landscape script to non-LB created terrains
    [IMPROVED] Groups Object Path - members in Clearings can now use Path Height
    [IMPROVED] Group Designer now calculates object path member proximity
    [IMPROVED] Group Designer - river surface meshes are now visible in the designer
    [IMPROVED] LBLighting - on screen clock has option to display seconds in HH:MM:SS format
     
  15. sstrong

    sstrong

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    LB Manager

    Here is a prototype of a new feature coming to Landscape Builder. This will help customer manage LB scripts and objects in their projects.

    upload_2019-3-26_22-13-7.png
     
    Last edited: Mar 26, 2019
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  16. StevenPicard

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    This just keeps getting better and better. Good work!
     
  17. sstrong

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    We're adding the ability to share Group Object Path Series' between multiple paths. Why is this important?

    You want to configure multiple sets of objects ("Series" in LB-speak) along each path. You've taken a bit of time to set up each series and you think they look pretty good. But you have 10, 50 or 200 similar pathways/roads throughout your landscape. Now you can just check a button and select a "master" Object Path on each different Object Path to get the same setup.

    upload_2019-3-29_17-38-44.png

    upload_2019-3-29_17-39-39.png

    This become pretty useful if you have many Series in each Object Path.

    upload_2019-3-29_17-43-32.png
     
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  18. sstrong

    sstrong

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    LB Path Importer

    This is a new feature coming in 2.1.2. It provides stronger integration with EasyRoads3D by allowing you to import and update Group Object Paths in Uniform Groups with road, highway, path, fence spline data. This allows you to mix and match features between the two products to get the best of both worlds.

    It is now ready for testing. Don't forget to apply the last FULL RELEASE of 2.1.1 before applying patch 2.1.2 Beta 1e or newer.

    It is currently an early beta and marked "[EXPERIMENTAL]" so don't forget to backup your project first.

    upload_2019-4-1_20-58-42.png
     
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  19. sstrong

    sstrong

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    In our quest for speed, and for those of you building super large landscapes, here is another go-faster button. Please note the recommendation and comment. If you need this, you or your game studio are probably already talking to us...

    upload_2019-4-2_17-38-45.png

    You need at least the release version of LB 2.1.1 with patch 2.1.2 Beta 1g or newer.
     
    Last edited: Apr 2, 2019
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  20. sstrong

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    LB 2.1.2 Beta 2b includes the following:

    [NEW] Groups - Multiple Object Paths can share the same Object Series' configuration
    [NEW] LB Manager - finalise landscapes (Experimental)
    [NEW] LB Path Importer - create Group Object Paths from an external source e.g. EasyRoads3D
    [FIXED] Template Editor - scene is not marked dirty when landscape is created from a template
    [FIXED] Topography Layers - Custom Image Modifier layers lose their data source
    [IMPROVED] GPU Acceleration (Path) is out of Technical Preview
    [IMPROVED] Groups - Object Path Width-based Series is out of Technical Preview
    [IMPROVED] Groups - Object Path with Width is out of Technical Preview
    [IMPROVED] Integration with EasyRoads3D v3.1.6
    [IMPROVED] Topography Layers - optional descriptive names
    [IMPROVED] Terrain Settings - option to create terrain data files in the project folder
    [IMPROVED] Support for 2019.1
     
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  21. sstrong

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    LB 2.1.3 Beta 2g includes

    [IMPROVED] Topography - Changing Perlin presets of the same type retains Restrict Area and Layer Filter settings
    [IMPROVED] Support for Unity 2019.2

    It requires the full version of 2.1.2 to be applied first.

    Unity have made a number of changes to how they use the terrain material in 2019.2+. This patch deals with those changes in behaviour. If you see anything odd when upgrading to 2019.2, please let us know.
     
  22. sstrong

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    Cannot apply texture to Imported Terrains OR when Terrain Data Location is Project folder

    We've had a report of texturing not working correctly with the New Terrain System (Unity 2018.3+) when the Terrain Data is stored in a Project Folder. By default we store the data with the scene.

    When terrains are built outside Landscape Builder (using either the standard Unity tools or a 3rd party asset) and are then imported into a LB Landscape, the terrain data is often stored in the a Project folder. This scenario is also affected.

    We have issued a patch (LB 2.1.4 Beta 1b) which is available for download from the Beta Program area. Be sure to take a backup of your project first before testing. You will also need to be on the latest release (2.1.3 Release version) before applying the patch.
     
  23. sstrong

    sstrong

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    Landscape Builder 2.1.4 has been submitted to Unity for approval. It is available immediately from the Beta Program.

    [FIXED] Textures are not retained on Imported Terrains in 2018.3+.
    [FIXED] Not all of a stencil layer is paintable when using imported terrains
    [IMPROVED] TerrainLayer assets are saved in the project folder when terrain data is stored in project folder
    [IMPROVED] Group-level Stencil Filter layout
    [IMPROVED] Procedural Group placement can now consider their radius when filtering by a stencil
     
  24. sstrong

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    In v2.1.5 we adding support for the new Shortcut manager in Unity 2019.x. This means you will be able to add your own custom keyboard shortcuts for common commands like applying topography, texturing, trees and grass.

    Let us know if there are any other common commands that you'd like us to add to the list of shortcuts.
     
  25. sstrong

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    Big Feature Changes??

    Some people may be wondering why we don't just dump a whole bunch of new features on you with every update. The reason is pretty simple really, backward compatibility. We care about projects you currently have under development and those that are in the planning stage. Big changes tend to break stuff (think LWRP, HDRP). The same applies to tools like Landscape Builder. Even with small changes we do a LOT of testing to ensure we don't break your projects. No guarantees, but we put a lot of thought and effort into this area.

    If you have a suggestion or need, don't give up, we're listening. How quickly it get's implemented depends on:
    1. Will it have wide appeal with other game developers? (the more we sell the more features we can add)
    2. How would we promote the feature?
    3. How easy is it to integrate with existing code?
    4. Will it break backward compatibility or any existing behaviour?
    5. How will it be impacted by the known Unity 2019/2020 pipeline?
    6. Are YOU willing to test it and (better still) use it?
    Some things to consider:
    • If it involves big changes to the UI that's pretty unlike due to Unity currently working on big changes themselves
    • If it involves integration with another asset - the other asset's owners would also need to be fully committed...
    • We love making changes that end up in people's published games
    • If it solves a problem or game development challenge - we're already interested!
     
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  26. sstrong

    sstrong

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    Procedural Prefab placement - Groups within Groups

    We're currently working on a new feature which will allow you to procedurally place groups within other groups.

    Initially we're working on placing subgroups along an Object Path. If you don't know about Object Paths, you can check out our tutorials here.

    In a Width-based Object Series (which is essentially a set of objects that can be spawned along a path), there will be a new option called "Use SubGroups". Instead of selecting individual group members (prefabs), you will be able to select whole groups.

    We are introducing a new Group Type called "SubGroup" which is very similar to a Procedural or Manual Clearing, except that it can be spawned from within other groups.

    If you have a particular use-case or scenario for placing groups within other groups, please let us know so that we can consider it.

    If you can post screenshots to illustrate your scenario all the better.
     
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  27. StevenPicard

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    Oh, this is great! I'd love to work with this feature when it's ready.

    Although not directly related to this feature I'd love to be able to have roads\paths that are auto-created perhaps by using a spawned marker that I could place in groups or in spawned prefabs (for example that could be placed in a clearing\town\building entrance, etc.) that lead to other spawned makers (for example to another spawned group or prefab.) Perhaps there could be zone markers that indicate to avoid that area when generated the paths\roads (so, for example, I could place a zone around a building, secret area, or a whole group.)
     
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  28. sstrong

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    We should have a beta with the SubGroups feature out in the next few days. There are a few more scenarios we need to test first to make sure we don't break important stuff (it is a pretty big rewrite for the Groups System).

    We had previously considered an auto-create paths feature that could join villages etc together. We were going to integrate with another asset developer however AFAIK that product never got released. Maybe it is something we could look into again.
     
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  29. sstrong

    sstrong

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    Landscape Builder 2 Beta 2.2.0 is now available

    [NEW] Support for Shortcut keys in 2019.x
    [NEW] Spawn (Sub)Groups along Object Paths within Uniform or Clearing Groups
    [NEW] Groups - create new Groups by importing existing prefabs in a scene
    [NEW] Topography – 2 new Hills Image Modifiers
    [FIXED] Group Designer - Object Path members may not appear if Landscape not at 0,0,0
    [FIXED] Group Designer - Show Object Path context menu does nothing when all members are hidden
    [FIXED] Groups - Manual Clearing Positions are not removed from scene when Group is deleted
    [IMPROVED] Groups - added RandomUnique option to spawn prefabs along an Object Path
    [IMPROVED] Groups - improved warnings when changing Group Types
    [IMPROVED] Groups - add a new Stencil directly from the Filters tab
    [IMPROVED] Object Path Series - new option to Randomise per Group instance

    Our advanced prefab placement/spawning system has had a major rewrite. It still show look and feel like it did in previous versions (we're aiming for 100% backward compatibility) but now supports Groups within Groups. In this Beta (2.2.0 Beta 2q) you can create SubGroups in a few ways:
    1. Change your Manual or Procedural Groups to SubGroups by changing the Group Type - we suggest initially taking a copy of the existing Group by clicking the (I)nsert button.
    2. Creating a new Group, changing the type to SubGroup, then building the Group in the GroupDesigner
    3. Using the new Import button on the Groups Tab by selecting existing prefabs in the scene and then use the GroupDesigner or the LB Editor to make adjustments.
    Now procedurally place your new SubGroups along Object Paths with a Width-based Series in an existing Group. We're currently working on a Tutorial to show you how to follow method #3 above - although it's not difficult.

    As always, this is an early Beta so make sure you backup your project first.

    Oh yeah, and it should work in the latest 2019.3 b1 if you want to give that a try.
     
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  30. sstrong

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    We've been working hard to get SubGroups ready. Here's what's in the latest beta (2.2.0 Beta 4a).

    [NEW] Support for Shortcut keys in 2019.x
    [NEW] Spawn (Sub)Groups along Object Paths within Uniform or Clearing Groups
    [NEW] Groups - create new Groups by importing existing prefabs in a scene
    [NEW] Topography – 3 new Hills, 1 Mountain, and 2 Valley Image Modifiers
    [FIXED] Group Designer - Object Path members may not appear if landscape not at origin
    [FIXED] Group Designer - Show Object Path context menu does nothing when all members are hidden
    [FIXED] Groups - Manual Clearing Positions are not removed from scene when Group is deleted
    [FIXED] Groups - Context Menu Member Move to Start/End does not refresh designer if required
    [FIXED] Groups - Tinted Textures may not be applied to Object Paths
    [FIXED] Groups - Surface mesh and textures are incorrectly placed when landscape not at origin
    [FIXED] Groups - Surface mesh may become orphaned in the scene
    [FIXED] Groups - Surface Base mesh may not appear on all Clearing groups
    [FIXED] Object Path - Surface mesh normals may be incorrect in Clearing Groups
    [FIXED] Object Path - Vegetation Studio Pro vegetation masks are incorrect when landscape not at origin
    [IMPROVED] Groups - added RandomUnique option to spawn prefabs along an Object Path
    [IMPROVED] Groups - improved warnings when changing Group Types
    [IMPROVED] Groups - add a new Stencil directly from the Filters tab
    [IMPROVED] Groups - refresh Group Designer when closing Object Path Designer with AutoRefresh on
    [IMPROVED] Object Path Series - new option to Randomise per Group instance
    [IMPROVED] Object Paths - can copy path points between all similar Group types
    [IMPROVED] Topography Layers - show warning on Image Modifier picker when gizmos are disabled in 2019+
     
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  31. sstrong

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    We've been doing a lot of work on the spline tool in the Groups System. This includes a number of updates and improvements to work with the new SubGroup type. There has also been some improvements for creating surface meshes and base meshes along a spline. All these changes are in 2.2.0 Beta 6h or newer.

    We are hoping to get 2.2.0 released to the asset store before the end of September (unless you uncover some nasty bugs...).

    [NEW] Support for Shortcut keys in 2019.x
    [NEW] Spawn (Sub)Groups along Object Paths within Uniform or Clearing Groups
    [NEW] Groups - create new Groups by importing existing prefabs in a scene
    [NEW] Topography – 3 new Hills, 1 Mountains, and 3 Valley Image Modifiers
    [NEW] Groups – prefab randomise X,Z additional rotation
    [NEW] Object Path core and surround textures can optionally use noise on GPU
    [FIXED] Group Designer - Object Path members may not appear if landscape not at origin
    [FIXED] Group Designer - Show Object Path context menu does nothing when all members are hidden
    [FIXED] Groups - Manual Clearing Positions are not removed from scene when Group is deleted
    [FIXED] Groups - Context Menu Member Move to Start/End does not refresh designer if required
    [FIXED] Groups - Surface mesh and textures are incorrectly placed when landscape not at origin
    [FIXED] Groups - Surface mesh may become orphaned in the scene
    [FIXED] Groups - Surface Base mesh may not appear on all Clearing groups
    [FIXED] Object Path - Surface mesh normals may be incorrect in Clearing Groups
    [FIXED] Object Path - Vegetation Studio Pro vegetation masks are incorrect when landscape not at origin
    [FIXED] Unity terrain trees are not saved in Vegetation Studio Pro before an editor restart
    [FIXED] LBLandscapeTerrain.PopulateWithTrees - could not find LBTerrainData
    [FIXED] Templates - duplicate primary water may be imported when using Template Editor
    [IMPROVED] Groups - added RandomUnique option to spawn prefabs along an Object Path
    [IMPROVED] Groups - improved warnings when changing Group Types
    [IMPROVED] Groups - add a new Stencil directly from the Filters tab
    [IMPROVED] Groups - tinted and/or rotated textures work with zones or along Object Paths
    [IMPROVED] Groups - refresh Group Designer when closing Object Path Designer with AutoRefresh on
    [IMPROVED] Object Path Series - new option to Randomise per Group instance
    [IMPROVED] Object Paths - can copy path points between all similar Group types
    [IMPROVED] Object Paths - surface meshes have the option to switch UV directions
    [IMPROVED] Object Paths - set all path point heights to selected, min, max or average via context menu

    [IMPROVED] Topography Layers - show warning on Image Modifier picker when gizmos are disabled in 2019+
     
  32. sstrong

    sstrong

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    The first beta of 2.2.1 is now available (2d).

    [NEW] Groups - Manual Clearings can have individual set (fixed) rotations
    [NEW] Groups - Zones for Manual Clearings are visible in scene when editing positions.
    [FIXED] Terrain material may not be applied when HDRP landscape is created in 2019.2+
    [FIXED] Small issues in Runtime samples
    [IMPROVED] Stencil painter supports HDRP 6.9.0
    [IMPROVED] Terrain Settings - option to modify GroupingID and AutoConnect in 2018.3+
    [IMPROVED] Import Groups - imported prefabs default to ignoring proximity of other prefabs
    [IMPROVED] LBLighting - ability to change the celestial's unity layer through LBCelestrials

    more to come...
     
  33. sstrong

    sstrong

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    Coming in 2.2.1

    upload_2019-9-30_8-54-34.png
     
  34. sstrong

    sstrong

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    What's in the latest beta.

    upload_2019-10-9_10-45-27.png

    [NEW] Groups - Manual Clearings can have individual set (fixed) rotations
    [NEW] Groups - Zones for Manual Clearings are visible in scene when editing positions.
    [NEW] Groups - Grass can (also) be removed from a whole Group with Vegetation Studio Pro
    [FIXED] Terrain material may not be applied when HDRP landscape is created in 2019.2+
    [FIXED] Terrain Settings - May not be able to switch to Built In Standard Material Type in 2019.2+
    [FIXED] Grass - Stencil Filters with GPU Acceleration may not be applied correctly
    [FIXED] Small issues in Runtime samples
    [IMPROVED] Terrain import process with better messaging.
    [IMPROVED] Updated LB Editor visuals
    [IMPROVED] Stencil painter supports HDRP 6.9.0
    [IMPROVED] Terrain Settings - option to modify GroupingID and AutoConnect in 2018.3+
    [IMPROVED] Import Groups - imported prefabs default to ignoring proximity of other prefabs
    [IMPROVED] LBLighting - ability to change the celestial's unity layer through LBCelestrials
    [IMPROVED] Rectangle AND Circle Grass Zone NOT filters create Vegetation Studio Pro mask areas.

    We're also working on supporting Vegetation Studio Pro Biome Mask Areas. Let us know if you'd like to test this out.
     
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  35. sstrong

    sstrong

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    Supported Unity Versions

    The next release of Landscape Builder will support Unity 2017.4.6f1 to 2019.3.x.

    NOTE: Unity no longer supports versions older than 2017.4 LTS.

    We will also endeavour to fix any issues that people see in 2020.x alpha/beta. Currently we have no outstanding issues with U2020.1.0a8 and LB 2.2.1.

    If you have an active project on 2017.2 or 2017.3 please let us know.
     
  36. sstrong

    sstrong

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    upload_2019-11-20_21-5-5.png

    [NEW] Imported Terrains - Support for GPU acceleration of imported Textures
    [NEW] Terrain Settings - Support for Universal Render Pipeline (URP) in 2019.3+
    [FIXED] Export to Project sets the incorrect terrain data folder in the landscape
    [FIXED] Terrain Settings - Per Pixel Normals does not persist after enabling
    [FIXED] Groups - Imported Group has wrong position if Landscape is not at 0,0,0.
    [FIXED] RuntimeSample03 - restored missing Stencil Layer Image (CottageHeightmap1)
    [IMPROVED] Detect when terraindata object has been deleted
    [IMPROVED] Terrain Settings - Support for 4K alpha/splatmaps in 2019.3+
    [IMPROVED] LB Manager is now in Technical Preview (was Experimental)
     
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  37. sstrong

    sstrong

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    In Landscape Builder 2.2.4 we're adding support for CTS 2019 integration. Basic steps:
    1. Install CTS 2019
    2. Install Landscape Builder 2.2.4 or newer
    3. Create a landscape with LB
    4. Window > Procedural Worlds > CTS > Add CTS To All Terrains
    5. Window > Procedural Worlds > CTS > Create and Apply Profile
    6. In the LB Editor window, Landscape tab, Terrain Settings
    7. Use CTS 2019
    8. Apply Terrain Settings
    9. Use LB as normal and textures should update correctly in CTS
    This feature is in Technical Preview. You'll need LB 2.2.4 Beta 1e or newer. Let us know if you see any issues. Thanks to @magique for initial testing.
     
    magique likes this.
  38. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    Coming in Landscape Builder 2.2.4 is the ability to import River Auto Material (RAM) splines into LB Group Object Paths. This will let you mix and match LB and RAM features. For example, you might have already created rivers in RAM and now want to place prefab along the banks or maybe whole villages or farms.

    upload_2019-12-12_21-49-9.png

    1. In an Group Object Path:
    2. Go to the Points tab
    3. Click Get
    4. Drag the RAM spline gameobject into the slot provide and you're done!
    Now you can switch to the Objects tab and create as many Width-based Series as you like along the river. Each Series of prefabs can have their own unique settings. You can even place whole subgroups along your river.

    And if you don't own RAM, you can create the path or river bed in Group Object Paths, then apply whatever water material you have to the surface mesh on the Surface tab.
     
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  39. sstrong

    sstrong

    Joined:
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    Here is what's in the current beta (2.2.5 Beta 1h)

    [FIXED] LBIntegration.cs(5735,60): warning CS0618: 'Terrain.materialType' is obsolete
    [FIXED] Cannot move terrain data to a project folder when Vegetation Studio / Pro is installed
    [FIXED] Templates - MissingReferenceException: The object of type 'Texture2D' is destroyed
    [IMPROVED] MicroSplat integration - support for Unity 2019.2+ and imported terrains
    [IMPROVED] Create a new landscape when importing a Template (or from the Template Editor)
     
    eaque likes this.
  40. sstrong

    sstrong

    Joined:
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    Coming in Landscape Builder 2.2.6 - more blending options

    upload_2020-3-14_17-32-12.png

    Sometimes, when you are adding Image Modifier Layers that have been scales and/or rotated, you may wish to apply (edge) blending with the surrounding terrain(s). Before 2.2.6, you had one option - the Use Blending tick box.

    But wait, now there's more options. Check them out in the latest Beta.
     
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  41. eaque

    eaque

    Joined:
    Aug 20, 2014
    Posts:
    764
    you guys are amazing! :) you deserve lots and lots of sales!!
     
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  42. eaque

    eaque

    Joined:
    Aug 20, 2014
    Posts:
    764
    i tried the new options for blending and it's very useful!! Many thanks guys!
    I wanted to enlarge the radius first but now i realize reducing it is even more useful!!!

    :)
     
    sstrong likes this.
  43. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
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    upload_2020-6-23_10-6-10.png

    These are the items in the current beta.

    [NEW] Topography Image Modifier Layer - 4 mountains/valleys from Egypt
    [NEW] Texturing - Relink Button (find missing textures in asset database)
    [FIXED] Groups - NullReferenceException when switching from Prefab to Object Path
    [FIXED] Links to Turboscalpeur, MegaSplat asset pages
    [FIXED] Turboscalpeur grass asset paths may not update correctly in Advanced tab
    [IMPROVED] Groups - allow Object Paths to be up to 1000m wide

    Sometimes, when moving texture assets around, and importing LB Templates in other projects for testing, a Texture on the Texturing tab can become unlinked. It still has the name but the image is missing. A new [R]elink button can help to find them in your asset database. Hey, you could do it manually, but this is faster...

    We're also doing some more testing with the LB Manager. Let us know if you have any thoughts or ideas about game finalisation and clean-up.
     
  44. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    Version 2.3.0 update

    upload_2020-6-27_9-42-17.png

    In case anyone is wondering what happened to 2.2.7, it was pulled at the last moment as we needed to replace some of the sample trees with some new demo trees. This was at the request of Unity. There are still some lighting issues with the new trees (LB_Tree1-4) but the rest of the package should be fine. Feel free to give them a try, however, we expect most people will use high quality trees from the asset store.

    The version is currently available for beta testers and is available for immediate download. Here's what's included:

    [NEW] Topography Image Modifier Layer - 4 mountains/valleys from Egypt
    [NEW] Texturing - Relink Button (find missing textures in asset database)
    [NEW] Landscape Terrain Settings - relink terrain data files after moving Project folder
    [FIXED] Groups - NullReferenceException when switching from Prefab to Object Path
    [FIXED] Groups - ArgumentOutOfRangeException when refreshing an inactive Object Path member
    [FIXED] Links to Turboscalpeur, MegaSplat asset pages
    [FIXED] Turboscalpeur grass asset paths may not update correctly in Advanced tab
    [FIXED] Clean up undo files should not be available when an object path is being edited
    [FIXED] LB Manager - some editor content in LibTIFF folder may not be removed
    [CHANGED] Demo trees are included in Demo Scene folder
    [IMPROVED] Groups - allow Object Paths to be up to 1000m wide
    [IMPROVED] Reformed Advanced tab in LB Editor
    [IMPROVED] manual - added LB Manager documentation
     
  45. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    We've added a basic inventory tool to LB Manager in version 2.3.1. It scans the landscape meta-data and builds a list of included prefabs and textures. It outputs this to a text file. You need at least LB 2.3.1 Beta 2b to test it out.

    [NEW] Advanced Option to override creation of Unity Layer for Celestials
    [NEW] LBManager - Get Inventory
    [FIXED] Terrain Settings - relink may fail on first attempt
    [FIXED] Create Landscape - it should not be possible to generate a new landscape with no size.
    [IMPROVED] LBManager can now remove many more LB demo and sample assets
    [IMPROVED] Reduce wind effect on sample trees

    Don't forget to get LB 2.3.0 installed before downloading the 2.3.1 Beta version.
     
  46. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    upload_2020-7-8_13-15-42.png

    Here is the latest release which is available for immediate download from the beta program.

    [NEW] Advanced Option to override creation of Unity Layer for Celestials
    [NEW] LBManager - Get Inventory
    [NEW] Demo scene with Groups
    [FIXED] Terrain Settings - relink may fail on first attempt
    [FIXED] Create Landscape - it should not be possible to generate a new landscape with no size.
    [FIXED] Templates - incorrect sample tree prefab names
    [FIXED] LBManager - EndLayoutGroup: BeginLayoutGroup must be called first.
    [FIXED] LBStencil - cannot delete a stencil layer in U2019.4+
    [FIXED] Vegetation Studio integration - modify Grass - ArgumentOutOfRangeException
    [FIXED] Vegetation Studio integration - modify Trees - NullReferenceException
    [IMPROVED] LBManager can now remove many more LB demo and sample assets
    [IMPROVED] Reduce wind effect on sample trees
    [IMPROVED] Creating a landscape from the TemplateEditor retains GroupID and autoconnect
     
  47. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    upload_2020-7-17_20-29-17.png

    In Landscape Builder 2.3.2 we are adding the ability to adjust the cut off value or weight of the texture when using Texture Filters. This works for populating the landscape with Trees or Grass.

    It is available in LB 2.3.2 Beta 2c or newer and is available now for testing from the Beta Program.
     
    StevenPicard likes this.
  48. sstrong

    sstrong

    Joined:
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    2,252
    For Vegetation Studio Pro users, we're adding some more integration features in Landscape Builder v2.3.3.

    Here is what is in the latest beta. You will need LB 2.3.3 Beta 2h or newer.

    [NEW] Vegetation Studio Pro integration - imported unity terrain grass uses persistent storage
    [NEW] Vegetation Studio Pro integration - selectable default biome for the landscape
    [IMPROVED] Topography - memory management with multiple layers (GPU)
    [IMPROVED] Importing Texturing, Trees, Grass - can quickly (re)import if required
     
  49. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    LB 2.3.3 Beta 3c in now available

    [NEW] Vegetation Studio Pro integration - imported unity terrain grass uses persistent storage
    [NEW] Vegetation Studio Pro integration - selectable default biome for the landscape
    [IMPROVED] Topography - memory management with multiple layers (GPU)
    [IMPROVED] Topography - GPU smoothing supports 4K heightmaps
    [IMPROVED] Importing Texturing, Trees, Grass - can quickly (re)import if required
    [IMPROVED] Stencils - display uncommitted changes warning when painting
     
  50. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    Landscape Builder 2.3.3 Beta 4c is now available. It includes:

    [NEW] Vegetation Studio Pro integration - imported unity terrain grass uses persistent storage
    [NEW] Vegetation Studio Pro integration - selectable default biome for the landscape
    [FIXED] MicroSplat Integration - error when upgrading to MicroSplat 3.5 or newer
    [IMPROVED] Topography - memory management with multiple layers (GPU)
    [IMPROVED] Topography - GPU smoothing supports 4K heightmaps
    [IMPROVED] Importing Texturing, Trees, Grass - can quickly (re)import if required
    [IMPROVED] Stencils - display uncommitted changes warning when painting