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DIGGER - Caves & overhangs for Unity terrains

Discussion in 'Assets and Asset Store' started by Amandin-E, Dec 25, 2018.

  1. CplMulder

    CplMulder

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    Can anyone please confirm whether Digger works with MapMagic by Denis Pahunov .... I already own Voxeland but want a light-weight design-time only cave digging system - I do not use the built in Unity terrain system
     
  2. buffyespadon3

    buffyespadon3

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    Hello,

    i use digger now but how can i modify the Colliders?
    upload_2019-5-1_12-29-23.png

    I use the Third Person Caracter from the Standart Assets:

    upload_2019-5-1_12-31-7.png

    Br
    :)
     
  3. Duffer123

    Duffer123

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    @Amandin-E ,. Is this Asset fully compatible with GAIA?
     
  4. KeithBrown

    KeithBrown

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    Gaia creates standard unity terrains. Digger works with unity terrains so I would say yes.
     
    Duffer123 likes this.
  5. cygnusprojects

    cygnusprojects

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    Does digger work with microsplat or only standard unity terrain shaders?
     
    razzraziel and ledbetterman like this.
  6. Amandin-E

    Amandin-E

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    Hi there, As @KeithBrown said, it is fully compatible with Gaia.
    It works with standard Unity shaders as well as CTS (partially, as CTS won’t allow to control textures on the mesh independently from terrain textures) but not MicroSplat (Jason and I began to work on this but we both ran out of time).
     
  7. Amandin-E

    Amandin-E

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    This is because third person controller uses Raycast so it must be replaced by Digger Raycast. I will send you and example ASAP.
     
  8. MarcopoloR

    MarcopoloR

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    Hi, I am getting a bunch of errors after I upload it to unity 2019.1. Basically a bunch of missing references, is it not compatible with unity 2019.1 yet?
     
  9. yotingo

    yotingo

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    Jul 10, 2013
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    I'm considering a purchase but just have a few questions.

    1. How is performance handled with many cave meshes or a very large cave mesh? Is there automatic occlusion culling?
    2. Would I have control to enable/disable the cave meshes? I want to make sure to not spawn enemies inside the cave before the cave itself (with colliders) is enabled. Does culling affect this?
    3. I know that Digger only officially supports CTS, but how would it react if I add it to a RTP terrain? What issues would I face?
     
  10. Velcer

    Velcer

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    Mar 16, 2017
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    Hello. I'm using this asset, but digging doesn't appear to be updating the terrain collider. I can walk over anything I've dug.
     
  11. erik666

    erik666

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    May 4, 2018
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    Hello. I have a problem. I use asset Game Creator which use foot IK. If Foot IK is enabled, I have a problem with feet. By the edges of caves i create, feet aren't on the ground but they are pushed to the air. See screenshots below. First screenshot where player is standing on the ground if with Foot IK disabled. Second screenshot where player is "flying", the foot IK enabled.
     

    Attached Files:

  12. karlschanzl

    karlschanzl

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    [QUOTE = "Velcer, Beitrag: 4517575, Mitglied: 1328762"] Hallo. Ich verwende dieses Asset, aber beim Graben wird der Terrain Collider anscheinend nicht aktualisiert. Ich kann über alles gehen, was ich gegraben habe.
    Hi, hast du eine Antwort bekommen, weil ich habe das kleiche Problem? danke karl
     
  13. creat327

    creat327

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    anyone tried it already with unity 2019.3 terrain holes?
     
  14. creat327

    creat327

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    Ok, I've just tried this on 2019.3 which includes terrain holes by default. I bought the asset because on the description it says that even if unity includes terrain holes, this tool would be useful...
    well, let's see. because this asset scripts won't even compile on 2019.3. But fails badly. So far it's a waste of money if you plan to integrate it with future unity.
     
  15. docsavage

    docsavage

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    2019.3 is still alpha. I know a few of the asset store devs who make terrain tools and they said the changes unity made to terrain in 2019.1 + have broken lots of their packs and they are playing catch up. Some of them have had to rewrite code enough times for them to decide to just sit back and wait until everything has settled down. It was bound to happen one day as unity needed to update the terrain system. I tried playing with unity betas in the past and it's nice to see the new features but loads of my assets don't work until the final release version so don't bother anymore.

    Edit - If it doesn't work in 2019.1 then that's different
     
  16. mik52

    mik52

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    I'm having the same problem as buffyespadon3, can you tell me how to use digger raycast?
     
  17. Amandin-E

    Amandin-E

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    Hi,
    Please, for support, use Discord. I don't come here often.

    About IK and collision issues, I suspect this is due to the fact it's using Raycast to detect ground. If this is the case, you should read the documentation that explains what to do (basically, replace Physics.Raycast by DiggerPhysics.Raycast).
    Documentation is available here: https://ofux.github.io/Digger-Documentation/

    Digger does not work properly with Unity 2019.3 yet as it is still in alpha. However, Digger should be ready to work with Unity 2019.3 before it is released.
    And yes, I can confirm Digger will be a perfect tool to use with Unity 2019.3.
     
    Last edited: Jul 8, 2019
  18. Amandin-E

    Amandin-E

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    Hi there,
    Digger 1.7 is now available. Digger PRO is still pending for review and should be released soon.
    I hope you'll enjoy!
     
    Willbkool_FPCS likes this.
  19. Amandin-E

    Amandin-E

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  20. Alex3333

    Alex3333

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    Does your asset support RTP? (Relief Terrain Pack)
     
  21. Alex3333

    Alex3333

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    ??????77
     
  22. KeithBrown

    KeithBrown

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    Mark_01 likes this.
  23. StevenPicard

    StevenPicard

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  24. Willbkool_FPCS

    Willbkool_FPCS

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    I'm sure it will go on sale, just not for $1. ;)
     
  25. StevenPicard

    StevenPicard

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    I only recently bought the first one so I wasn't too eager to pay a big upgrade fee right away seeing as I haven't even used it yet. :D
     
    awesomedata and Willbkool_FPCS like this.
  26. LandPlanOS

    LandPlanOS

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    Sep 8, 2014
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    Hi there,

    has digger a problem with custom material on the terrain?

    thx stefan
     
  27. Amandin-E

    Amandin-E

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    Digger does not support custom terrain materials. You can modify Digger to support it (search for "CTS" in the code to see how CTS was integrated) but this definitely requires programming skills (and time).
     
  28. tgentry

    tgentry

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    I am trying to use Digger with Nature Manufacturer and Vegetation Studio Pro in Unity 2019.2.6f1. I get everything ready as far as the setup with no problem. Then when I try and Sync the terrain; because, I have no textures showing in the Digger Master, I get the error PathTooLongException. Sooo I thought maybe I need to upgrade to Digger Pro, which I did and I still get the same error. How can I get around this error to use the tool? I need to add that the terrain uses 8 Layers. And when I go into the demo in the same project, the tool works. But in my scene the Layers are not recognized and the tool does not function.
     
    Last edited: Nov 7, 2019
  29. tgentry

    tgentry

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    Ok I got it to work. What I did was move all of the Textures and Layers out of their deeply buried folders within Nature Manufacture. After I moved these, I made sure everything was mapped to these folders just one folder under the Assets folder. Digger Master then finished its sync and now I can dig and paint using it. Maybe if digger would create its DiggerData without following everyone else's structure it would not have to build such a deep structure. As it was I did not catch everything and it still built a 10 deep folder structure under the TextureArray.
    upload_2019-11-7_14-18-54.png
    But a fun tool to use.
     
  30. Amandin-E

    Amandin-E

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    Glad you solved your issue and thanks for reporting this! I made it this way to avoid any collision between assets. I would have never imagined that some assets were containing textures with 10 levels of folders!
     
  31. SickaGamer

    SickaGamer

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    What is the different between Digger and Digger Pro?
     
  32. Amandin-E

    Amandin-E

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    Digger PRO has all Digger features + real-time support.
    Basically, if you need to dig your terrain at runtime (during the game), you need Digger PRO. But if you only need to dig your terrain in Unity editor (ie. not in game) then Digger is enough.
     
  33. SickaGamer

    SickaGamer

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    Awesome! Thanks!
     
  34. Amandin-E

    Amandin-E

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    Hello everyone!

    After the Black Friday week, Digger, Digger PRO and Ultimate Terrains are on sale again for the Cyber Week!
    50% off! :)

    Don’t wait to get it!
     
  35. razzraziel

    razzraziel

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    This was on last May.

    Will you release Microsplat integration? (Since Jason released Mesh Terrains module, it would be easier)
     
  36. Amandin-E

    Amandin-E

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    MicroSplat integration is too complicated. Jason and I tried hard, but in the end it is too complicated, error prone and slow to generate unique UVs for digger meshes and create splatmaps for them. I got something working but the result was not satisfying unfortunately (not because of MicroSplat nor Digger, but just because the too assets are really complicated to integrate with each others).

    MegaSplat should be easier. I'll give it a try.
     
  37. Amandin-E

    Amandin-E

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  38. samaritanparadox

    samaritanparadox

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    At times when I use digger, it rips open the terrain (which I have previously worked on with standard lower/raise terrain) and makes it look all messed up. Whenever this has occurred, it's impossible to repair afterwards. It also makes the ground underneath non-rigid, so the character just disappears under it...
    Tried turning off Lightmap Static and Draw Instanced.
     

    Attached Files:

  39. Amandin-E

    Amandin-E

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    Looks like you lowered or raised terrain height after adding Digger to the terrain. In such case, you must click on "Sync & Refresh" button before continuing to use Digger.
    As in your case it already ripped open the terrain, you will have to click and "Sync and Refresh" and then make little modification (like digging with very low opacity) where there are some holes to force Digger recomputing this part.
    Let me know if this solves your issue.
     
  40. samaritanparadox

    samaritanparadox

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    Thanks for the very quick reply. Nothing I do seems to help. The tear is impossible to repair; if I dig or add around it, it just spreads, like ripping up a seam...
    But what can I take away from this, in case this is unfixable - how do I combine working with lower/raise terrain and digger? Do I click "sync and refresh" every time I change between the two?

    PS:
    I should add that I'm a total beginner when it comes to Unity, so if there's any other way to cover that rip I'd be very grateful to learn it...

    PS 2:
    In fact, most of the times now when I use Digger I get these weird rips and side effects... surely I must be missing some setting somewhere? Or is this common? Please look at this new screenshot; I just had a flat cliff that I wanted to start adding to, and after the first "add" with Digger it creates this...
     

    Attached Files:

    Last edited: Jan 27, 2020
  41. Amandin-E

    Amandin-E

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    Yes you have to click on Sync & Refresh every time you change something on your terrain (lower/raise height, change texture, etc.). This is very important.
    Also, can you check the "Digger" object which is a child of your terrain is at position 0,0,0 (so it has the same position than your terrain)?
     
  42. Amandin-E

    Amandin-E

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    If this doesn't fix it, could you send me your project (or part of it) so I can get a look and see what's wrong?
     
  43. mike000mike

    mike000mike

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    Unity Can not download 02.png
    Hi,always 0% ,but other assets download OK
     
  44. Rowlan

    Rowlan

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    I was toying around with the Microsplat Digger integration and I have to say it's an extremely fun experience. You just change some sliders to get whatever tunnel texture and start digging. Then the fun starts, the ideas just keep on coming while you dig. I didn't expect to put Easter Eggs in my tunnel, neither that it would end up like this :D

    eggs 2.jpg
    eggs 1.jpg
    This is soooo awesome, it's really a lot of fun to toy around with :)

    Edit: Had to add an Alien. Credit to Henrique Naspolini for the Xenomorph.

    eggs 7 - xeno raven by Henrique Naspolini.jpg
    eggs 8.jpg
     
    Last edited: Apr 13, 2020
  45. Rowlan

    Rowlan

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    Runtime Digging is a lot of fun :D

     
    Willbkool_FPCS likes this.
  46. Rowlan

    Rowlan

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    Having a tank fire at you is fun as well :D

     
  47. Rowlan

    Rowlan

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    Why dig holes from the ground when you can dig them from the air? :D



    Runtime Digging is awesome!
     
    Willbkool_FPCS likes this.
  48. vamosfa

    vamosfa

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    May 15, 2016
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    Hi mates! Any advice to avoid the continuous differences between the Digger and Terrain levels?


    It continuously happens, I raise the Terrain to meet Digger, I lower Digger to meet Terrain, but almost never they meet properly

    Or maybe any way of making Digger belong to Terrain, so the same brushes act in both of them at the same time?
     
  49. Rowlan

    Rowlan

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    Needed some quick alien style overhangs. Digger Pro is awesome :D

    pod 12.jpg
    pod 13.jpg
    pod 14.jpg

    Credits to UnSweet for the Pod
     
    Last edited: May 2, 2020
    TerraUnity and Duffer123 like this.
  50. Radu392

    Radu392

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    Edit: Had to upgrade the asset in order to find out that there's indeed a button to save meshes as asset files yay!
     
    Last edited: May 19, 2020
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