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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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    Based on your screenshot, you're using a version of the package that's from well over a year ago, so I can only recommend to update first.
     
  2. LordIceBreaker

    LordIceBreaker

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    No... I have upgraded it to 1.5.3. I am in normal 3D without URP or HDRP.
     
  3. LordIceBreaker

    LordIceBreaker

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    Never mind. I fixed the issue. Thanks for your awesome asset!
     
  4. joe-slone

    joe-slone

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    Is there a way to prevent the tree billboard from interfering with generating a navigation mesh?
    upload_2021-2-23_10-29-28.png
     
  5. StaggartCreations

    StaggartCreations

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    It may depend if you use the built-in (per scene) navmesh system or the NavmeshComponents system from Unity's GitHub.

    The tree prefabs have a Nav Mesh Obstacle component added to them, which should take president. But you can force the billboards to be excluded from baking by toggling the static flag on the object in the prefab: upload_2021-2-23_17-31-56.png

    This is actually already the case on the prefabs, but in the demo scene this is overwritten, because it was built before the new prefab workflow came around.

    You can do a search in the hierarchy for "_billboard" to uncheck the flag for all instances.
     
  6. joe-slone

    joe-slone

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    I tried using the NavMeshComponents system and it ignored the trees. The only way that I could come up with was to:

    • Duplicate the Tree Prefabs
    • Delete the Billboards in the duplicates
    • Use the duplicates to Paint Trees on the terrain.
    • Generate the NavMesh (Not using components since I want a height mesh)
    • Replace the trees in the Terrain editor with the original prefabs (to get the nice billboards)
    • ???
    • Profit?
    It's not as labor intensive as it sounds, but would rather not have to do that. I couldn't get the navmeshcomponent system to even recognize the trees as having a NavMesh obstacle. (Am using 2019.4.5f1 LTS) Simply turning off the billboards in the prefab wouldn't work either.
     
  7. StaggartCreations

    StaggartCreations

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    That's quite the workaround! If you're painting trees through the terrain system I suppose that makes the difference, seeing as they're not actual GameObjects, so static flags and navmesh components don't come into play.

    It seems NavmeshComponents don't support terrain trees, and many people have been crying for it. This post may be of interest, which outlines how to add support for it.

    One thing to try, perhaps a long shot, is to disable the MeshRenderer component of the billboard in the prefab. I don't think this matters for rendering, and the terrain will render it anyway, but may affect navmeshes since it seems to go off visible meshes, rather than colliders.
     
  8. joe-slone

    joe-slone

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    Thanks, that did the trick.
     
  9. alexjet1000

    alexjet1000

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    Hello!

    im having a headache over the pigment map.

    Im using vegetation studio pro, and it generates correctly the map in the texture but render gives strange patches of wrong color.
    upload_2021-3-7_21-25-58.png
    Its the demo grass patch.

    Do you come to know why this happens?

    Thnks
     
  10. alexjet1000

    alexjet1000

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    Solving my own post.

    I dug into the forum and as another user said be careful when using negative coordinates for the terrain, i went crazy over that issue!

    It renders pigment map crazy in a very weird manner.

    Just for the record!
     
  11. alexjet1000

    alexjet1000

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    I am having this exact same issue now and i cant get it to animate at all.
    When i change parameters the grass is bent and colors change but its not moving at all.
    I figured it has nothing to do with enviro, its more of a VSP thing when i attach the wind zone to it, the grass wont move again.

    I read i have to remove the wind controller (?) but it did not work.

    Did you get to solve this issue?
     
  12. StaggartCreations

    StaggartCreations

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    I recommend to delete the AwesomeTechnologies\VegetationStudioPro\Runtime\VegetationSystemPro\Wind\FAEWindController.cs file when using Enviro.

    You can use a the WindController component included in the package, and tick the "Listen to Wind Zone" box, then assign the Wind Zone object Enviro has created. As a result, the strength of the wind animations will be influenced by Enviro's weather controls.
     
  13. tobiaswoodman

    tobiaswoodman

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    Apr 28, 2018
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    1
    Hi Staggart! Broadly an excellent asset, but I'm having two issues: when moving close to the grass, I get them going black in waves. I think it's to do with LOD but I'm not certain.

    Shader issue.gif

    The second issue is to do with pigment map blending. Pigment map influence is at 1, height at 0.15, but the base colour doesn't appear to be changing to match the textures. I've attached the generator, and I can see the pigment map output, but it doesn't seem to be affecting the grass.
    Terrain layers have used in the inbuilt.

    Capture.PNG
     
  14. StaggartCreations

    StaggartCreations

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    Version 1.5.5 is now available! Generally a housekeeping update, several things were on my backlog for a while, but would potentially affect the appearance of some assets. I've decided it's really time to rip off a few bandaids.

    Updating in an existing project may turn messy, since files were moved/deleted, which can't be tracked by unity packages.

    1.5.5
    Minimum supported version is now Unity 2019.3.7f1

    Added:
    - (URP) Support for LOD crossfading in Vegetation Studio Pro 1.4.5

    Changed:
    - Reorganized folder structure to adhere to the traditional Model/Materials format
    - Scripts are now separated into a Runtime/Editor folder and contain an assembly definition
    - Improved normals for the majority of trees, resulting in better directional shading
    - Normal maps for tree billboards are now actually correct, so will match a tree's shading more closely
    - Roughness and Height maps for terrain layers are now packed into a new RGBA mask map
    - Stiffness for trees is now stored in the UV3 V-component. Branch and trunk shaders have been modified to use this instead of the Alpha vertex color channel.
    * This makes it more straightforward to add wind motion support to custom tree models, wind strength may need to be adjusted
    - Tree models are now stored in a single FBX file per asset
    - LOD meshes for rocks/cliffs are now in the same FBX file. LOD crossfading is now enabled for them (looks best in Forward rendering)

    Fixed:
    - Some particle materials not always converting properly to URP

    Removed:
    - Option to convert from URP to Built-in RP. Instead, his can be achieved by re-importing the package.
     
  15. judah4

    judah4

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    I just updated to the latest version and I'm trying to figure out why Vegetation Studio Pro billboards are missing tree trunks.
    Here's a screenshot TwokindsOnline20210812T22_18_54_839732107_00.png

    I'm on Unity 2020.3.16, using URP and Vegetation Studio Pro. The trees are not modified but some reason the billboard textures are only of the tree tops. Any tips on why would help a lot!
     
  16. StaggartCreations

    StaggartCreations

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    Billboard rendering was reworked in the latest VSP version to support SRP's I believe. I check it out, and the replacement shader used to render the billboard is clipping the entire truck. The easiest workaround is to go to the trunk material, and right-click on the Inspector tab and select "Debug". Then you can set the _Cutoff value to 0, which will prevent alpha clipping. After which, they'll be picked up correctly in the render.

    upload_2021-8-14_9-5-32.png
     
    judah4 likes this.
  17. judah4

    judah4

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    Thanks that did it!
     
  18. SilverStorm

    SilverStorm

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    I ended up eventually getting this work in URP because I didn't realize that URP already has it's own Post Processing built into it and while I had the Post Processing V3.1.1 installed I thought that by removing these settings that I would lose my current profile. I saved a backup of settings and uninstalled post processing V2 via the package manager and nothing changed my post effects were still there so I guess I was using the URP versions this whole time and mistook the PPV2 as a URP thing when it wasn't. Then I opened the URP volume package from SC Post effects and it all worked no errors about arguments.

    I have an issue where I need the fog to be the same on all major floors of my level.
    Should I use a second volume that covers the second floors height only or is there a better way? Does that even work it just came up as an idea.

    This image shows floor 1 working well with the fog while floor 2 it has no fog because it's above the global height fog height. If I increase the height of the fog it will rise above floor 1 as well making it too thick on floor 1 even if it's working well for floor 2. So how to get it working well on both floors showing the same amount of fog rising above the ground?

    []---5.jpg
     
    Last edited: Sep 19, 2021 at 9:14 PM
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