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Ferr2D Terrain Tool

Discussion in 'Assets and Asset Store' started by koujaku, Oct 9, 2013.

  1. Zehru

    Zehru

    Joined:
    Jun 19, 2015
    Posts:
    84
    Hey Guys!
    I would like to know if someone has any idea about how to make a part of the terrain destructable.
    I want to create secret passages for my game, and It would be really easier, if I could destroy just the correct place( a face of the terrain). Someone of you guys know how to do it?
    thanks :)
     
    Too-Nerd-To-Die likes this.
  2. DavidSmit

    DavidSmit

    Joined:
    Apr 1, 2014
    Posts:
    50
    Heya!
    Not sure if this is still active or not but I'm running into a bug with the latest version.
    After a tweak to a prefab that contains a Ferr2D terrain, it occasionally loses the references to the mesh. It enables (or rebuilds?) again once you select it in the Editor, but this does mean that on load the Mesh is not visible in the actual build.

    Any thoughts what might cause it?

    Edit: Tried all the suggestions in this thread, but nothing seemed to solve it so far.
     
    Last edited: Jun 8, 2016
  3. tpetersen125

    tpetersen125

    Joined:
    May 22, 2016
    Posts:
    2
    Thanks! You were right. I just had to change a few settings and it worked!
     
  4. biscito

    biscito

    Joined:
    Apr 3, 2013
    Posts:
    133
    so..... any news it's been 6 month @koujaku
     
    Zehru and Too-Nerd-To-Die like this.
  5. Skyboard_Studios

    Skyboard_Studios

    Joined:
    Jul 20, 2013
    Posts:
    51
    @DavidSmit

    I think I know what you are experiencing. I have modified the Ferr2DPathEditor for my own uses... but here is a addon that I made to allow the rebuilding the the Terrain after you make a change... The "Refresh Collider" button will appear on the bottom of the Terrain object that you have the ferr2d on.

    it is wise to call the appropriate refresh method that is inside of Ferr2DPathEditor.cs file....

    Code (CSharp):
    1. /*************************************************************************
    2.  
    3. * Created by: Lenn Dolling
    4. *  [2006] - [2016] Skyboard Studios / Lenn Dolling
    5. *  All Rights Reserved.
    6. */
    7. using UnityEngine;
    8. using System.Collections;
    9. using UnityEditor;
    10.  
    11. [CustomEditor(typeof(Ferr2DT_PathTerrain))]
    12. public class Ferr2DPathEditor : Editor {
    13.  
    14.     public override void OnInspectorGUI(){
    15.     DrawDefaultInspector();
    16.    
    17.     Ferr2DT_PathTerrain rebuild2d = (Ferr2DT_PathTerrain)target;
    18.    
    19.     if (GUILayout.Button("Rebuilt 2D Collider")){      
    20.         rebuild2d.Build(true);
    21.         rebuild2d.RecreateCollider2D();      
    22.         }
    23.     }
    24.  
    25. }
    26.  
    btw: here is a little video of my latest game that is in beta that uses Ferr2D. be cool if come testers are out there.



    https://play.google.com/apps/testing/com.skyboardstudios.cactics
     
  6. Dalquist

    Dalquist

    Joined:
    Jun 26, 2016
    Posts:
    2
    I'm trying to add a Platform Effector 2D component to the terrain I generated with Ferr2D but can't get it to work. "Used by Effector" is selected in the Collider section but I get the message:

    "This effector will not function until there is at least one enabled 2D collider with 'Used by Effector' checked on this GameObject"

    on the Platform Effector 2D component. I need the Effector for one way collision. Any ideas?
     
  7. marcopolodeandrade

    marcopolodeandrade

    Joined:
    Jan 18, 2014
    Posts:
    5
    Hi koujaku!! I'm using this amazing tool at last 2 years.... developing a little complex game!! (complex for me :) It will be a honor to show: https://play.google.com/store/apps/details?id=br.com.gtg.wof.r1 . Beta version yet... I'm still doing some adjusts.. because this game seems to hard for many people...

    I've nice sugestions for you tool... not too complex.. can I write in this forum or send a email ?
    (sorry my poor english)
    Regards!!
     
  8. sirio21

    sirio21

    Joined:
    Mar 11, 2013
    Posts:
    114
    What's the roadmap of Ferr2D? I've a bunch of modifications that i can do,,,but i wonder if author tell us something about future release or if it discontinued in order to make our owns modifications..
     
    Too-Nerd-To-Die likes this.
  9. XmasBone

    XmasBone

    Joined:
    Sep 27, 2014
    Posts:
    5
    It seems kind of inactive but its a great tool. We work with it for over a year now (see video below) and really love it. I read he was thinking about a port for UnrealEngine but not sure.

    We have some issues when we use it with prefabs. Hope he finds the time to fix it some day.



    PS: Maybe we all should share more of our games here - to motivate him? :D
     
    Too-Nerd-To-Die likes this.
  10. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,282
    Koujaku hasn't been here since Feb 10th 2016. I'm fairly sure this project has died.

    Waiting for the smart sprite.
     
  11. Too-Nerd-To-Die

    Too-Nerd-To-Die

    Joined:
    Apr 28, 2014
    Posts:
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    This a alpha on the game we are working on. We use Ferr2D in the foreground, middleground and background. :)


     
    biscito likes this.
  12. XmasBone

    XmasBone

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    Sep 27, 2014
    Posts:
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    > Koujaku hasn't been here since Feb 10th 2016. I'm fairly sure this project has died.

    Feb 2016 doesn't sonds too bad. I think there is hope :)

    @Too-Nerd-To-Die: wow that looks awesome
     
    Too-Nerd-To-Die likes this.
  13. niaobudirtybit

    niaobudirtybit

    Joined:
    Jun 10, 2015
    Posts:
    3
    I'm having issues with physics on TerrainMaterials with no fill, such as the pipe from the example assets. When you activate the collider and specify a thickness on top or bottom, the resulting physics body is missing the left edge.

    Screenshot: no_collider_left_edge.PNG


    Steps to reproduce:
    1. Open the example assets, Scene "2 - ExampleFillModes"
    2. Select the first object named "Pipes"
    3. Check the "Activate Collider" box
    4. Set Thickness Top and Thickness Bottom to 1
    This is using Unity 5.3.3p2 and Ferr2D 1.0.9
     
  14. Grafos

    Grafos

    Joined:
    Aug 30, 2011
    Posts:
    230
    I have the exact same issue. The "used by effector" tick box has no effect :(
     
  15. koujaku

    koujaku

    Joined:
    Aug 28, 2013
    Posts:
    321
    Hey guys! Ferr2D 1.10 just hit the asset store today, so go check it out! It's a bit of a smaller update, but it has a couple of really nice features in it =D

    Here's a video summary of what's new!


    Vertex lighting shader! An alternative to the pixel lights that should be faster, especially on lower end hardware! For better quality, you'll likely want to have Split fill mesh turned on!
    UpdatePromo.PNG

    Vertex color options! Edge distance gradients, angle based gradients, and color preservation for use in combination with vertex painting tools~ Previous shot also has edge distance gradients for the more severe fade-out around the edges.
    Ferr2DDistGradient.gif

    Multi-select editing is also now available in the inspector! Bulk editing ahoy! Undo should be a bit more stable, and the scaling/edge override tabs have been tweaked, hopefully making them easier to use!

    Hope you guys enjoy! =D

    I'll be spending a fair bit of time on the path overhaul in the near future (instrumental for perfect corners, better stretching and colliders), I'm planning on devoting effort towards Ferr2.5D, and a lot of that work should back-port to Ferr2D fairly well! I'm really looking forward to digging into that!

    Also, check out this Ferr2D using Kickstarter game that just started! It looks really great, and has some excellent usage ideas in there!
    https://www.kickstarter.com/projects/1124044701/blubber-busters/description
     
  16. jeffweber

    jeffweber

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    Dec 17, 2009
    Posts:
    616
    Looks great. Good to see updates...
     
    koujaku likes this.
  17. lostmarbles2d

    lostmarbles2d

    Joined:
    Sep 15, 2016
    Posts:
    2
    Hi, another happy customer stopping by with a quick question.

    For my terrain, I'm using the same border for all of the sides, without using end caps.
    I've noticed that I can achieve this effect by manually setting each edge to be a "top" edge by clicking on the little circle next to the edge.
    Is there a way to automate this? I'd simply like to set *all* textures of a terrain to use the top border.

    Thanks, and keep up the good work with this amazing extension!
     
  18. koujaku

    koujaku

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    Aug 28, 2013
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    You have two options for that!

    1. You can select all path points (Ctrl+Shift+Drag Select) and hit the edge override tab. That'll change all the path points at the same time.

    2. Or, you can create a material with only a top edge, and uncheck "Split Corners" on the terrain component!

    I think my personal preference would be for #2.
     
  19. lostmarbles2d

    lostmarbles2d

    Joined:
    Sep 15, 2016
    Posts:
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    Thank you for the quick response, that definitely makes the work flow that bit easier :)

    Next question, it seems that each terrain object has one node that doesn't join the edges like this:

    pathjoin.png

    Each terrain seems to have one of these somewhere. When I re-enable split corners and use method 1 (select all nodes and set override edge), the location of this split changes to an adjacent node.

    Is there a way to fill this edge, or should I just use end caps?
     
    Zehru likes this.
  20. docsavage

    docsavage

    Joined:
    Jun 20, 2014
    Posts:
    1,015

    Thanks for not abandoning this asset. Seen so many assets fall by the way side. I understand it's a lot of work to support them but hopefully that will be paid of with more customers. It's a good tool. Just to know it's still having fixes is great. All the extras are a bonus :)

    Thanks
     
  21. BTStone

    BTStone

    Joined:
    Mar 10, 2012
    Posts:
    1,418
    Hey @koujaku
    updated to 1.10 and tried the VertexLit-Feature, seems to work quite ok except one small bug when using the SplitMesh-checkbox:

    - Change the Value of Split-Mesh
    - Hit "Center Position" of the Ferr2DPath-Component
    -> look at the terrain, the Mesh-Splits are reset again and one has to manually change the values again

    I also have a question regarding the lights: using the VertexLit Shader one can still only use up to 8 lights in the scene, that correct? At least for me it seems so. I have 40 Lights in a scene (wanted to make a stress test) and only 8 are active at a time.
     
  22. flashframe

    flashframe

    Joined:
    Feb 10, 2015
    Posts:
    730
    Yep, that's correct. More info here: https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
     
  23. baharms

    baharms

    Joined:
    Sep 19, 2016
    Posts:
    1
    Hey guys, I was wondering if there was an easy way to set up multiple materials on the same terrain. I have an Inverted Closed terrain that should have multiple materials in different sections.
    Forgive my quickly drawn mockup, but simply, it should kinda look like this:
    upload_2016-9-18_22-51-4.png

    I could probably do this with multiple terrains, but I'm afraid that it will be fairly difficult to do this lots of times.
    I've tried several things, but without any luck :(
     
  24. BTStone

    BTStone

    Joined:
    Mar 10, 2012
    Posts:
    1,418
    Afaik this is not possible with Ferr2D, but you can get this behaviour with Unitys new Ferr2D-esque system called SmartSprite. You can try it out and download the Experimental-Build.
     
  25. EpsilonNaught

    EpsilonNaught

    Joined:
    May 29, 2015
    Posts:
    4
    Anyone else have problems with the new Vertex Lit shaders?

    Can't seem to figure out why the fill materials are being drawn behind sprites that have the same sorting layer, but are ordered behind the terrain. Both have the same z-position in the scene.

    Simply putting a +0.1 offset to the sprite fixes the draw order, but I figured it's worth mentioning, as I hope this is only a temporary solution.
     
    Last edited: Oct 1, 2016
  26. flashframe

    flashframe

    Joined:
    Feb 10, 2015
    Posts:
    730
    Are you using an opaque shader for your fill material? Opaque geometry is always rendered first, and won't respect sorting order, which might be why you are seeing this issue. Try switching to the transparent version of the shader.
     
  27. Testeria

    Testeria

    Joined:
    Aug 15, 2013
    Posts:
    18
    Hello,
    I'm trying to make simple platformer with ferr2d terrain and 3d mesh as a player. I can set 2d colliders for both to work - but I can't configure ferr2d terrain to work with mesh collider. Is it possible?

    I could be doing something wrong, I'm new to unity. If there is any resources/tutorial on the net that can point me to the right direction would be also great.

    Thanks,
     
  28. Zehru

    Zehru

    Joined:
    Jun 19, 2015
    Posts:
    84
    @koujaku Hi!
    Sometime ago I asked about making ferr2d terrains destructible. After that I just stopped searching about it, because I found other ways to achieve the same result that I was trying to reach. However today I just found out a Blog that a guy is teaching how to make Ferr2D terrains destructible.
    here is the link if you want to check http://quantumyeti.com/blog/destructible-terrain-in-ferr2d.
    As you're a very good programmer, I think you should look to this idea, and maybe incorporate it on ferr2D or on your future projects like ferr3D and ferr2.5D( that are also awesome)
    Thank you all for the attention and sorry for bothering ^_^
     
  29. dreamyRobot

    dreamyRobot

    Joined:
    May 5, 2016
    Posts:
    8
    Hi Koujaku,

    I'm fond of Ferr2d !
    But I like Linux too ;-)
    Last week, I have decided to use the Linux version (5.5.0xb5 Linux personal Edition - 64 bits).
    I've got this issue : Assets/Ferr/2DTerrain/Editor/Ferr2DT_PathTerrainEditor.cs(117,23): error CS0117: `UnityEditor.EditorUtility' does not contain a definition for `SetSelectedWireframeHidden'
    It could be a good thing that Ferr2D works on Linux. Do you think the error can be solved ?
    Thanks in advance !
     
  30. flashframe

    flashframe

    Joined:
    Feb 10, 2015
    Posts:
    730
    Hey, it looks like it's a problem introduced in Unity 5.5.0. Not limited to Linux. They've fixed it though, so you could try downloading the latest patch.
    https://issuetracker.unity3d.com/is...n-a-definition-for-setselectedwireframehidden
     
  31. dreamyRobot

    dreamyRobot

    Joined:
    May 5, 2016
    Posts:
    8
    Back to 5.4.1 (not found patch for 5.5.0xb5 linux yet) : it works !
    Thanks a lot !!!
     
  32. Android272

    Android272

    Joined:
    Oct 14, 2016
    Posts:
    21
    Would it be possible to use Ferr2D to create a 3/4 view game? has anyone ever made tilesets like the ones bellow?



    I saw comment #858 and #900 of this thread where you made an isometric looking tileset wich was cool but I want to make terrain like this.

     
    Last edited: Oct 26, 2016
  33. iEpic

    iEpic

    Joined:
    Sep 29, 2013
    Posts:
    119
    I'm not sure why this randomly started happening, but I keep getting this error...

     
  34. iEpic

    iEpic

    Joined:
    Sep 29, 2013
    Posts:
    119
    My source control (SourceTree) is constantly saying these 2 files have changed, even when my scene doesn't use ferr2d.
    Assets/FR2_Cache.asset
    Assets/Ferr/Common/Data/cache.txt

    Is it ok to put these in my ignore list for my source control??
     
  35. UDN_39b51805-91c0-4508-8ddb-97f92b52240e

    UDN_39b51805-91c0-4508-8ddb-97f92b52240e

    Joined:
    Oct 15, 2016
    Posts:
    1
    Hi guys!

    How can I randomly spawn the prefabs like coin, treee, etc.. over the generated terrain of ferr2d?
     
  36. Dev234

    Dev234

    Joined:
    Oct 29, 2014
    Posts:
    10
    Hello all!

    I am a beginner in Unity, and I found that Ferr2D is the best choice to create a curvy 2D terrain like what I can see in Hill Climb Racing game. However, I have no idea how I can place my coin prefabs (two or more just like in Hill Climb game) along the top of the curvy ferr2d terrain. Can anyone provide me the sample C# code to do that? I searched all over the Internet and found nothing. Please help me!
     
  37. Kellyrayj

    Kellyrayj

    Joined:
    Aug 29, 2011
    Posts:
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    Anyone know how or if the mesh data is stored? Or are the meshes created at run time? I am curious if a large number of unique terrains will have a big impact on the size of my app.
     
  38. Kellyrayj

    Kellyrayj

    Joined:
    Aug 29, 2011
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    Another question! Is is possible to swap terrain materials at runtime?
     
  39. mcmonk

    mcmonk

    Joined:
    Sep 22, 2014
    Posts:
    14
    hey guys! Great tool, but I was wondering if there was a way to have several materials in one fill material, so you can get randomized tiles in the terrain? (Does this make sense?) This would reduce "looping" effects and allow for fun randomized details in the terrain. :)
     
  40. hippocoder

    hippocoder

    Digital Ape Moderator

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    Bit tired of waiting for Unity's smart sprite, wondering if Ferr's still supported/works well? any advice? :)
     
  41. flashframe

    flashframe

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    Feb 10, 2015
    Posts:
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    @hippocoder - It works great (at least in 5.4 - haven't tested in 5.5), and @koujaku recently updated it. I don't think it's top of his priority list for ongoing development, and he doesn't visit this forum very often. I've got a few requests saved up for when he returns! But what it currently does, it does really well. If you have any specific questions, I can try to answer them. For the price of the asset, I'd say give it a go.
     
    hippocoder likes this.
  42. hippocoder

    hippocoder

    Digital Ape Moderator

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    Thanks a lot for your thoughts :)

    Anyone tested on 5.6? we're on that for our little 2D side project.
     
  43. TheValar

    TheValar

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    Nov 12, 2012
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  44. faustofonseca

    faustofonseca

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    Oct 19, 2013
    Posts:
    10
    I'm not sure if this was asked before.

    I made a small game with this plugin (which is really awesome.. I made the game smoothly morph the terrain to different shapes in real time using the arrays of vectors.. it works really well).

    My issue is that, although I want a certain physics material for the surface in order for my character not to slide like he's on ice, when the characters jumps around edges, it sometimes get stuck on those edges because of that material. Usually in my prototypes for platformers, I create a collider on the corners with a material with no friction, but I would like to know if there's any way this could be done automatically with the plugin.

    Here's an example:


    The character is stuck on that edge. If the edge had a different material with no friction, the character would just slide up onto the platform, instead of getting stuck.

    Thanks! You can try the game to see the morphing thing on my website http://www.faustofonseca.com/unity/mushroom-soup-castle-game-jam
     
  45. TheValar

    TheValar

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    Nov 12, 2012
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    This would be a bit hacky, and I'm not sure how your character controller is set up, but maybe you could just add frictionless colliders to the sides of your character?
     
  46. faustofonseca

    faustofonseca

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    Oct 19, 2013
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    I thought of that... and tried it. But it just didn't work very well. My character has a circle as the feet (to be able to go over small bumps) and that one had the normal friction, and the rest I had the frictionless one.. but then he would slide and get stuck on the feet. In my mind it might still work if I manage a good balance between the feet and the rest of the body (in terms of size). I might try it more if I don't find any other solution. Also there's another situation where most games would need this: if you jump against a wall, you get stuck! So I imagine one of the good things to have is a separate physics material for walls (sides of the mesh). That could help already (maybe).
     
  47. AlexTemina

    AlexTemina

    Joined:
    Feb 19, 2014
    Posts:
    44
    Hi!
    I'm trying to use material property blocks for the textures in ferr, but I found is not possible to use material property blocks in a render with 2 materials, which is the case. Does anybody know how to solve this problem?
    Thanks!
     
  48. Lucideus

    Lucideus

    Joined:
    Dec 7, 2015
    Posts:
    25
    I have a request if I may, or a suggestion. I'm not adept enough to implement this myself unfortunately.
    Would it be possible to add a separate Z-offset for each piece when outside of Simple mode(or in Advanced mode I suppose)? The reason I'm asking is because I'd like the 'left cap' for the Left-side to overlap the Top-part.

    Also
    the option to be able to define 'two' caps, with the option to simply choose #1 or #2 with the push of a Gizmo, much like how we're able to select which part a side should take the shape of currently. The reason to this is so that we have more customization designing platforms. I'll demonstrate my thoughts with a picture for a clearer picture.

    http://imgur.com/a/uuxJE Here's an album of three exampled.


    I'll attach the last picture here though. I hope this gives a clearer picture of what I want to be able to achieve regarding the "alternate caps" option, as well as the Z-offset different to each part, rather than the entire thing.
     
    Zehru likes this.
  49. arvzg

    arvzg

    Joined:
    Jun 28, 2009
    Posts:
    619
    Hey guys I am trying Ferr2D right now and am getting this weird 'animating' behaviour on a basic ferr2d object



    You can see how the sides are moving. No idea why this is happening!

    Edit: nevermind! Figured it out! it's because the Forest Edges material is using a special shader that has a 'wavy' property which kind of animates the whole thing. Setting it to 0 stops this.
     
    Zehru likes this.
  50. Zehru

    Zehru

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    Jun 19, 2015
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    Or, instead of changing the settings to 0, put another material that comes with the asset :) there are some good ones.