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Fantasy Adventure Environment - A stylized asset pack (Built-in/URP)

Discussion in 'Assets and Asset Store' started by StaggartCreations, Aug 1, 2017.

  1. StaggartCreations

    StaggartCreations

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    1,185
    The "All compiler errors should be fixed" is a generic error, but it means there's a scripting error somewhere in your project. This is probably somewhere higher up in your console window if you scroll.

    So it's an error about an error, but isn't actually what's blocking you from entering play mode.
     
  2. JoshWB

    JoshWB

    Joined:
    Aug 4, 2019
    Posts:
    10
    Having an issue with a combination of assets. Specifically, when the FAE Grass meets Stylized Water with Edge Detection (SC Post Effects), I get this:

    Scene View:



    Game View:



    Any ideas on how to go about resolving this?

    Additional info:
    - Unity 2019.4.9 Built-in Pipeline
    - This only seems to happen with the combination of Stylized Water, Grass & Edge Detection (any option, sobel, cross depth, etc)

    Thanks!
     
    Last edited: Sep 4, 2020
  3. kameha808

    kameha808

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    Ok i managed to get the water texture out an replace it with the grass texture however I do not know who to create the terrain Screen Shot 2020-09-03 at 5.18.40 PM.png

    I'm trying to create something like this. I
    I
    V

    ZJjSWfh.jpg
     
  4. StaggartCreations

    StaggartCreations

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    This is unfortunately a limitation of using an edge detection post effect with Forward rendering and custom shaders. Edge detection uses the "depth normals" texture generated internally by the render pipeline, this is composed by (re)rendering all objects using a specific shader into the texture. This is a fixed built-in shader, and doesn't know anything about what a custom shader may be doing. So the result is that the grass's alpha cutout and vertex animations aren't applied to the object when the depth normals texture is created, which in turn the edge detection effect uses. Hope that clarifies it! You can also see this happening first hand in the Frame Debugger.

    The only solution is to use Deferred rendering, because the depth normals texture is actually "deferred" from an object, as is, instead of using a built-in replacement shader.

    The Unity documentation covers all the subjects related to creating/editing terrains: https://docs.unity3d.com/Manual/terrain-UsingTerrains.html. The FAE package contains several terrain textures that can be used with this, as they were for the example scene.

    Though, this only goes so far, creating believable terrain shapes usually requires other tools like MapMagic, Gaia, World Creator, etc. I've attached a package with a test terrain I always use as a base to get going quickly.
     

    Attached Files:

    kameha808 likes this.
  5. kameha808

    kameha808

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    OK so are there any other videos i can see that can help me create my own world & I'm still having trouble with the Terrain and finding the Terrain package I downloaded from you. all I really need help with is how to create the floof of the game and add trees, bushes, streams, plants and more. Could you maybe create a tutorial video on how to start and make a forest?

    It would help a bunch.
     

    Attached Files:

  6. lolaswift

    lolaswift

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    "Foliage bends away from the player (not available in URP)"
    Will you make it available in URP?
     
  7. kameha808

    kameha808

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    My name is kameha I'm a bit new to unity but i'm currently working on level designing & was curious if you new a faster way to put grass on the terrain than using the "Paint tree" section in unity. Screen Shot 2020-10-05 at 10.56.16 PM.png
     
  8. StaggartCreations

    StaggartCreations

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    There are tools like Map Magic or Gaia that can procedurally spawn vegetation on the terrain. I released a free vegetation spawning tool a short while ago here: http://u3d.as/20f3
     
    kameha808 likes this.
  9. kameha808

    kameha808

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    I'm having an issue here, I've downloaded vegetation spawner and watched a tutorial on how to put the grass on the terrain but every time I try to put it on the terrain nothing appears at all, and nothing happens in to the map. As you can see in the screenshot I provided I'm currently using prefab grass & nothing appears in the terrain when I hit the reload button. Has anyone run into this issue before because I don't know what to do. Please check the video for example Screen Shot 2020-10-08 at 10.31.16 PM.png
     
  10. StaggartCreations

    StaggartCreations

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    The terrain vegetation system unfortunately doesn't support grass meshes with LODs and custom shaders, nobody understands why this hasn't already been addressed in the last 10 years :rolleyes: The grass is there, but it's just not being rendered. Instead, you have to add the grass as a "tree", which does support this.
     
    kameha808 likes this.
  11. Krytecks

    Krytecks

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    Sep 2, 2017
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    25
    Hello, i have a little question about pigmentgenerator, it seems to create a good pigment map for me but it does not seems to use it well ...
    My map ( good axis X / Z going positive in the terrain object array like asked by the script ) :

    But on my terrains ...
    I have multiple terrains, the auto center seems to work well too :
    I have 6x6 1000m terrains, resolution of pigment map is 4096 maybe something to do with that ?


    Thanks for your help !
     
  12. Krytecks

    Krytecks

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    Oh i found out why, it seems if there is some terrain on negatives X/Z, when it goes in positive it seems to bug some positions, i moved my terrain on positive X and Z only, and now it works
     
  13. kameha808

    kameha808

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    I have tried the Vegetation Spawner and I tried what you said about how you Instead, have to add the grass as a "tree."

    However after trying to put the grass on the terrain using the Vegetation Spawner I'm afraid to say that it does not work at all & nothing happens when you try to put grass in as a tree. it makes me wonder if the Vegetation Spawner needs to updated or is glitched in some way because it's not working at all, if anyone sees this message please tell me if their is a problem or if it's just me I took the time to create a small video to show others what I'm dealing with when I try to use the Vegetation Spawner.

    please take a look at my video.

     
  14. StaggartCreations

    StaggartCreations

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    I can actually see grass being spawned in your video, but you increase the distance to 44, so each piece is spread apart to the point where they're hard to see. Worth noting that the built-in vegetation system can't handle thousands of trees (or "grass") close to each without tanking performance, that's unfortunately still the state of vegetation in Unity today...

    PS: The asset has a dedicated thread here: https://forum.unity.com/threads/955242
     
    kameha808 likes this.
  15. kameha808

    kameha808

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    I recently downloaded the Vegetation Studio pack & every time I go to Package manager then push download then import nothing happens at all and their is no package in the project folder at all which makes me wonder if the Vegetation Studio needs to be updated or just don't work anymore. This has been an issue for 3 months and I still can't find the problem.

    Again if anyone sees this message please don't hesitate to help.

    Thank You
     
  16. Krytecks

    Krytecks

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    Hello, i have another question about PigmentMapGenerator, it seems i have to manually Regenerate it every time i launch my game if i want it to be fully applied ( this tweak only work in editor because in build the "generate" function use a lot of editor code )
    PS : I use CTS for my terrain ( maybe something can be tweaked in it ? )

    Before regenerate it :

    After :


    Some ideas ?

    Thanks
     
    Last edited: Oct 20, 2020
  17. StaggartCreations

    StaggartCreations

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    The PigmentMapGenerator script has to be active and present in the scene for the texture to be applied to the grass shader. Is this the case?
     
  18. Krytecks

    Krytecks

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    Yes and it's on the parent GameObject of all my terrains, if i disable it the effect is clearly different from when it's on and i don't regenerate, so i think it's something else like lightning or ambient occlusion or something like that ? The script seems to disable/enable things when it generate the pigment map so maybe there is something that is not enabled when we dont use the generate function ?
     
    Last edited: Oct 21, 2020 at 6:56 PM
  19. Krytecks

    Krytecks

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    I think i found a workaround, i created a little function that do almost everything like the generate function except functions that use editor code ( like rendertotexture ) and it seems to work.
     
    Last edited: Oct 24, 2020 at 8:00 PM
  20. kameha808

    kameha808

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    Hello it's me kameha, I wanted to take the time to show everyone in this forum the issues i'm still having with 2020 Vegetation Studio, I have downloaded Vegetation Studio & tried multiple times to get it to work in my game i'm currently making but every time I get an error and try to work around it fixing the issues but no one knows what's going on.

    Every time I click to upload the Vegetation studio I get an error that saids

    "Failed to import package with error: Couldn't decompress package UnityEngine.GUIUtility:rocessEvent(lnt32, InPtr, Boolean&)"

    Again I have uploaded a video to show you all what I'm dealing with & why It is frustrating to try and find a solution to fix this issue. I'd really appreciate any kind of feedback I can get because I've emailed Unity, I've emailed the creator of the Vegetation Studio & they don't know why this is happening.

     
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