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Discussion in 'Assets and Asset Store' started by G.E.Team, Aug 21, 2013.
Unity Tutorial - Forest Scene (6) - Adding Lights
Unity Tutorial - Forest Scene (7) - Lightmapping
Unity Tutorial - Cave Environments playlist
wow thanks! very nice tutorials, i watched them all!
cant wait for ambient sound one
Hi, I have some problems running the demo scenes on my android phone(sony ericsson xperia neo-V) - the application gets stuck at the Unity loading splash screen.
What I noticed in the log were warnings like these:
"Shader is using clip instruction (usually caused by alpha test). It might cause problems on some Qualcomm/Adreno drivers.
Thanks for your help in advance
Hi, interested in the package.. just wondering if it comes with any skybox as part of the asset.
I am very much interested in this Asset.
Although it is a question, do you have a schedule which will update this Asset from now on?
I want to create forest scene for mobile.
I created forest scene looking at tutorial.
But DrawCall was too high and did not run well for mobile.
Isn't there any good method of solving these?
Very nice... what is the resolution of the ground textures?
What I have had to do is combine the meshes. I use GameDraw for this, and it was a lifesaver. While the Asset says that it is optimized for Mobile, I do have to disagree. The models are great, and fit perfectly with what I need. However, when using the palm tree (tree_04_a), I found it contains 4 trunk sections and something like 8-12 leafs. So we are looking at too many draw calls per model. Mobile needs far fewer. I was able to optimize it down to being a single call for the model using two textures, trunk and leafs. I will be combining the textures tonight.
I love that I can manipulate the model pieces myself, I would just recommend to folks, combine them when you have done what you need.
Hi lordzizzy, Thank you for your support.
We are not familiar with this problem but we found something in Unity community. Hope it help.
Please, let us know if you can or can not solve it.
Hi -u1-, Thank you for your request. We have added skybox to our work list but can not promise in next update.
Hi lit0318, we plan to release next update mid December.
Hi yuri_, some methods can help.
1. Mesh combine
3. LOD (Level of details)
4. Occlusion culling.
Useful Unity documents.
Some package on Unity Asset Store. Try their forums and tutorials first.
InstantOC - dynamic occlusion culling + LOD ($15)
Simple Mesh Combine ($5)
Mesh Baker 2 ($55)
The resolution of the ground textures is 1024x1024. Glasses are 64x64 and 128x128. You can resize them to any square size.
There are 3 sizes of switchable main shared texture, 1024x1024, 2048x2048 and 4096x4096.
Thank you Tkfore21, We are updating models. Please, feel free to give any advice.
Would this be compatible with UniRPG's Tile Editor Extension?
Hi seppukustl, we have zero experience with UniRPG's Tile Editor. With your question we just checked the UniRPG's features and quite sure our Prop and Cave prefabs should be compatible with UniRPG's Tile Editor system.
We have provided simple tutorials for using Caves prefabs and how to creating Forest scene. Hope they help you to figure it out.
Cave's tutorials Cave ground prefabs are ready for any Tile system.
Forest Scene Ground textures are tileable. We use them with Unity Terrain Tools.
Hope they help you to figure it out if you already knew UniRPG's Tile Editor.
Please, let us know if you find the answer or you have any suggestion for us. Thank you.
Enjoy your creations.
Awesome Ty! I'm gonna try implementing your assets with the UniRPG tile editor and if they work I'll post here so you can let people know And if they don't I'll use your system which still works great from what i've seen.
Thank you seppukustl. Cheers.
Just curious, what's the estimate date for version 1.3? And what will the 1.3 consist of?
Keep it up.
Same here! I'm loving your pack so far; any chance of a sneak peek at 1.3?
Need buildings for cities and towns.
Maybe some ice caves.
Looks good. Definitely looking at it for a game idea I've been working on as a side project.
Just purchased your asset with an error, but still got charged. And I don't have the asset to download.
What are my options?
Any news on 1.3 yet?
i've purchased this asset and it's great! But i've notice one problem. When switching project to android lightmaps are very bright. On standalone version works fine. Any hint how to solve this problem? Thanks for any advice.
Thanks Killswitch, we have added your request to our work list. We can't promise that you will find them in next update (v.1.3).
We are working on v.1.3. It will be released soon in Feb.
With our experience, sometime Internet speed or Unity Asset Store server generates that error. Do not worry if Unity Asset Store have charged you that means they have your purchasing record.
Please, follow this instruction:
1. Close Unity application and open it again.
2. Open Asset Store dialog. (Unity top menu->Window ->Asset Store)
3. Top-right of Asset Store dialog there is a button names "Log in". Click it and log in with your unity account.
4. At the right pane of the dialog you can see Categories, Top Paid, Top Free, Top Grossing, Latest and My Stuff.
5. Click "My Stuff" button.
6. Click "See complete packageList". Now you can see your purchased list.
7. Each item has a button lays on its right. You can use it to import, download, update, review each item.
8. Look for "First Fantasy for Mobile" then press download or import.
Please try these.
1. Make sure Graphics Emulation in Render Settings dialog is set to Open GL ES 2.0.
2. Try use Transparent/Cutout/Diffuse shader.
If you have done everything but nothing changes. Please, create a new empty project then switch platform to Android before import First Fantasy for Mobile package. This might help you to find the causes.
I was joking at the time but if you do add those things that would be great.
Was hoping to know what's coming in 1.3 because I'm going to be using this to make a game but wanted to hold off on the map in case there's a major change. Want to be ready for it. Guess I'll just have to wait before I start mapping this out.
Thanks for the response.
Importing to new project did the trick! Thank you! Now i can't wait for 1.3 update
Im really curious what we'll get in 1.3!
some preview images or a list of assets would shorten our waiting time
can't wait to see the red label say "v 1.3"!
I bought this ages ago but just started using it for an iOS project.
Is anyone using any of the Asset Store tools to optimise this, and if so how?
Just wondering the best process to use with best tool.
hi, what tools do you think of?
since its perfomance is quite well and almost everything is atlased, i'm pretty interessted in how you could further optimize it.
things that come to my mind would be mesh combination and occlusion culling.
I'd like to use the SD-version because the default HD-version is pretty big (21.3MB) for mobile apps.
Just an incoming thumbs up, really great work!
First of all, the assets are gorgeous! I tried running the demos on PC without any problems.
Unfortunately, when attempting to run on iOS or Android, the water renders black, and some particle effects showed "Unity" stickers instead.
I made sure to set the openGL version, enabled the lights (they were disabled by default) and baked the lighting.
Edit: I changed the rendering path from Vertex Lit to Forward and it works now. But I hear Forward mode isn't optimal for mobile devices. Do you know of an alternative?
my water starts to pixelate over time. problem occurs with the shader used in your lagune example (its the diffuese one i think) on nexus 4. anyone with the same problems?
Sorry for leaving this thread for a long time.
First Fantasy for Mobile 1.3 is released.
Most 3D model are remodelled from scratch to get more reduce draw-calls and more features are added.
Check it out on Asset Store.
Next coming version is 2.0.
We are preparing to add building, ambient sound and more stuffs for each theme.
Supports are only by e-mail.
Please, don't forget to attach your invoice information and we will reply in 2 business days.