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HORIZON[ON] - Bridge the gap between the sky and your scenery.

Discussion in 'Assets and Asset Store' started by Becoming, Jul 30, 2014.

?

In which scenarios would you use Horizon[ON] ?

  1. Small to medium sized terrains (first/third person view/driving game)

    33.8%
  2. Small to medium sized terrains (flying game)

    17.6%
  3. Big to huge sized terrains (first/third person view/driving game)

    41.3%
  4. Big to huge sized terrains (flying game)

    32.1%
  5. Small to medium sized terrains on mobile (first/third person view/driving game)

    17.0%
  6. Small to medium sized terrains on mobile (flying game)

    13.1%
  7. Big to huge sized terrains on mobile (first/third person view/driving game)

    16.5%
  8. Big to huge sized terrains on mobile (flying game)

    18.2%
Multiple votes are allowed.
  1. TonanBora

    TonanBora

    Joined:
    Feb 4, 2013
    Posts:
    493
    That depends, if the screenshot is taken, then uploaded onto a server instead of saved to the client's computer, the user would not have an opportunity to modify the image.
     
  2. Zeblote

    Zeblote

    Joined:
    Feb 8, 2013
    Posts:
    1,102
    Well, he'll modify the code responsible for generating the image then. You can't stop a determined cheater.
     
  3. adventurefan

    adventurefan

    Joined:
    Jan 17, 2014
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    229
    Wasn't there going to be an update for terrain shadows or something

    I guess the asset store version never update though. Can I get the shader files in a PM?
     
  4. Becoming

    Becoming

    Joined:
    May 19, 2013
    Posts:
    781
    A point light would not make much sense to mimic a sun, you'd have to put it insanely far a way and set the radius accordingly... But i wonder, since lensflares are pretty much standard for directional lights, what problems arise with proflares(i am curious because i planned to purchase it at some point).
     
  5. mar0x

    mar0x

    Joined:
    Sep 22, 2012
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    8
    In the editor, everything looks great: https://www.dropbox.com/s/ziwgk8gx9bknvdy/horizon-editor.png?dl=0
    But in the build, I get this: https://www.dropbox.com/s/ib5go5jji4ladoc/horizon-build.png?dl=0
    It's as if the terrain/sky gets shifted upwards for some reason. Any ideas? Build is 64bit Windows, Deferred, Linear.

    Another thing I noticed was that the Horizon master script is entirely #ifdef'd for editor, which causes the following log entry in builds:
    A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 1120 bytes)
    Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?

    However it's easily fixed by ifdef'ing just the methods of the class, which makes it go away. It doesn't however solve the above problem I'm having :(
     
  6. Becoming

    Becoming

    Joined:
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    Posts:
    781
    Wow, that is looking strange, i have not encountered this before, can you narrow it down a bit more? Transition_Sky scaling comes to my mind, think it should be uniformly scaled.

    Thx for the tip with the #ifdef.
     
  7. mar0x

    mar0x

    Joined:
    Sep 22, 2012
    Posts:
    8
    It's definitely Transition_Sky, because it goes away if I disable its renderer. Scale seems fine:
    https://www.dropbox.com/s/jdg3farwpj0o4hu/transition_sky.png?dl=0
     
  8. mar0x

    mar0x

    Joined:
    Sep 22, 2012
    Posts:
    8
    So, an update on my bug. I found out what it was. Suddenly, it started appearing in playmode in the editor as well, which made it easy to check what's going on with the object. Turns out I had the sky transition set to Static, and Unity decided to apply static batching on it, causing the mesh to be combined and.. break. Turning off static batching on sky transition fixed it.

    Loving the asset! Really adds a lot to our otherwise small play-area scenes (being a multiplayer FPS arena game) and gives them an open space feel.

    One more comment, although it's no big deal but you may want to take a look at it, the fallback shaders are referencing non-existing shaders, which throws warnings in the builds. Either fixing them to the correct names or turning the fallbacks off would work.
     
  9. reocwolf

    reocwolf

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    Aug 1, 2013
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    This has probably been answered before but, how does this work with terrains that doesn't have flatten edges?
     
  10. svaldenegro

    svaldenegro

    Joined:
    Feb 22, 2014
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    Yes is so possible, why if i get a very high score anybody tells that i'm using photoshop? this isn't photoshop, the picture hasn't edited and things like that. I've pressed the button save screenshot and i've upload. I've used especial methods to get that score like anybody do it to get millionaire scores.
     
  11. TonanBora

    TonanBora

    Joined:
    Feb 4, 2013
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    493
    Right, well, does not really matter anyway. :p
    As Becoming said, he is still giving the prizes to those with the highest scores this month, regardless of whether or not you cheated.
    If you want to show, or prove that you did not cheat, take a video of you doing it and post a link. I mean, since you did it once, you should be able to do it again and at least get a score close to the one you claim is possible. Otherwise, you may as well stop saying you did not modify your score, as you will not sway anyone with words.
    Just like I, and a few others have said, it is immensely easy to rig a screenshot to show what you want, without anyone knowing its a fake, and of course a cheater would say they did not cheat, otherwise what is the point in cheating? :p

    Anywho, I sincerely hope you enjoy your prizes! :)
    ~ TB
     
  12. Becoming

    Becoming

    Joined:
    May 19, 2013
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    781
    Yes it has been answered a few times :)
    Basically you have these options:
    • Bake the displacement of horizon and import it to a 3d programm and model your custom transition.
    • Place Horizon[ON] just a bit lower than your terrain.
    • Let Horizon[ON] intesect with your terrain.
    • or just do as suggested and flatten the terrain outside borders.
     
  13. BoSALL

    BoSALL

    Joined:
    Apr 19, 2015
    Posts:
    4
    I try my luck to win Horizon[ON] Demo - Score 5800.png
     
    hopeful likes this.
  14. TonanBora

    TonanBora

    Joined:
    Feb 4, 2013
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    493
    Hey there BoSALL,
    You might want to hold off on the contest pictures until after Becoming declares the winners of May, and until he/she officially opens the contest, as the way we submit scores might change for this month.

    ~TB
     
  15. svaldenegro

    svaldenegro

    Joined:
    Feb 22, 2014
    Posts:
    26
    Yes is cheat but the point is that say that this was photshop and isn't, this simply was Cheat Engine i've sayed before this doesn't have cheat protection and i've see users using bots, i think that anyone who one to win have to show a video
     
  16. xixgames

    xixgames

    Joined:
    Jan 20, 2014
    Posts:
    31
    Any mobile (Android) scene example or configuration? ,...it takes ages to build for it and then it crashes...
     
  17. Candescence

    Candescence

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    Aug 26, 2014
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    FaberVi likes this.
  18. movra

    movra

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    Feb 16, 2013
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    566
     
  19. Dustin-Horne

    Dustin-Horne

    Joined:
    Apr 4, 2013
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    4,568
    This looks really cool! I don't have a need for it yet, but it led me to finding SnazzyGrids and SnazzyPaint and I just purchased both. :) Keep up the great work @Becoming !
     
  20. Becoming

    Becoming

    Joined:
    May 19, 2013
    Posts:
    781
    The reason it takes lang for building on mobile and potentially crashes is that you have to define the features in the shaders, otherwise all the variants of the shader will be pushed to the device and that is just too much. Refer to the manual section describing defining shader keywords.


    most important things to consider for mobile:
    • Dont use displacement unless you know that your target device supports it. If you really need displacement on mobile, bake it.
    • Dont use too many textures(change the features accordingly to suit mobile possibilities) especially on GLES2.
    • Dont just build but first define the shaderkeywords(i am not sure if this is still neccesary for unity 5) see the manual for defining shader keywords.
     
  21. Becoming

    Becoming

    Joined:
    May 19, 2013
    Posts:
    781
    WinnersMay.jpg

    Congratulation to the winners of may!

    Cheating Statement:
    Like some here mentioned already there was some cheating going on this month and there is no way for me to give a away the prizes and be sure its fair. So, i cant do anything else than to give away more prizes than it was planned. This way, those who played fair will get something.

    For svaldenegro's score i didn't take the highest score into account(the one that was well over 35 millions) and took his second best score which was a more realistic 3.654.900 points. If svaldenegro really achieved that 35 mio in fair play he'd have some super human reflexes, zen like focusing for a long timespan and deserve respect. As i gathered from the conversations he admitted that he posted the crazy high score to point out how easy it is to cheat.

    I'll contact you guys via PM about the prizes right after i finished this post.

    That was it for may.

    The future of this contest:
    Since blindly assuming that nobody will ever cheat would be unfair, i will add a new rule. If you make a score above a million and want it to be valid for the contest you'll have to provide a video proof. I guess most devs will have some sort of screen recording software installed and it should not be to hard to record a little vid and post it on youtube or some other video hoster.

    With that said, the competition for June is open ;)
     
  22. Becoming

    Becoming

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    May 19, 2013
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    781
    @ svaldenegro:

    You have PMs disabled and there is no way for me to give you your prize, please start a PM conversation with me so i can send you the voucher ;)

    Cheers,
    Peter
     
  23. khos85

    khos85

    Joined:
    Jul 21, 2013
    Posts:
    541
    Hi, I purchased your nice looking asset a few weeks ago, I'm planning to use this make distant scenery in my Android Paraglider (https://play.google.com/store/apps/details?id=kim.hoskin.paraglider&hl=en) sim, I think it will add amazing value to my game/sim, I'm using world/terrain composer terrains, which should all be ok, but before diving into this I would like to ask for any tips/possible pitfalls from you/follow developers. I'd like to make sure I'm prepared if possible.

    I tried searching for a video that I can follow on how to use it in the Unity editor but cannot anything yet, if there this could provide a link?

    PS I love your wingsuitflyer game!
     
  24. khos85

    khos85

    Joined:
    Jul 21, 2013
    Posts:
    541

    Hi, I found your online pdf and followed thwe getting started, now I have Horizon working (I think), no help need currently, will next test for performance on Android but should all be fine.
     
  25. xixgames

    xixgames

    Joined:
    Jan 20, 2014
    Posts:
    31
    Ok, I have removed the displacement and mesh, left only Flat mesh example and set the minimum details and changed the shaders, then it build fast as usual and in android it runs at 60FPS, I also can activate water, fog, details and normals, then you have 30fps in medium Android device such as LG GPad. So thanks!, I made a twitch video also for other people to understand.
    http://www.twitch.tv/juaxix/c/6829028

     
    FaberVi likes this.
  26. Becoming

    Becoming

    Joined:
    May 19, 2013
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    781
    Big Thanks, xixgames! A little tip, dial down the brightness(the color picker "Global Tint" in the main settings) to compensate for non linear lighting. Middle grey global tint and half intensity of the direct light will give you almost the same look as linear lighting.

    Another thing you can save a quite a few verts by disabling the blendmeshes(Displacement patches - seen as the big white splotches in your sceneview). Also you can just use one giant quad instead of many for the ground plane... this will give you maximum performance and (in your setup) exactly the same look.
     
  27. MartinGiaco

    MartinGiaco

    Joined:
    Jul 24, 2013
    Posts:
    11
    Hi guys,

    thank you for the solution of the last problem - now i got another one:
    I try to bake a displacement into a mesh by hitting the "Bake displacement into Meshes"-Button, but if i click, the programm freezes (Unity 5) and thats it. Even after Minutes nothing happens, but i got a good system. Any idea?

    Thank you for your answers!
     
    Last edited: Jun 15, 2015
  28. Jarek-Defiler

    Jarek-Defiler

    Joined:
    Feb 6, 2015
    Posts:
    64
    Hello all,

    Was looking at this tool and wanted to know what the possibilities are of its use on island maps. Being that everything surrounding the island is simply water, what can Horizon[on] bring to the table that will make island surroundings stand out?
     
  29. FaberVi

    FaberVi

    Joined:
    Nov 11, 2014
    Posts:
    145
    Hi becoming, i have one big problem with "z order" on Android platform with Terrain and mesh of Horizon, in editor play all is ok, but on Galaxy s4 no.. Mesh and Terrain overlap multiple times
     
  30. topofsteel

    topofsteel

    Joined:
    Dec 2, 2011
    Posts:
    999
    Would I be able to set this up to use with an ocean in one direction? How about an urban environment with buildings and roads? Thanks.
     
  31. Camron.Willey

    Camron.Willey

    Joined:
    Aug 23, 2014
    Posts:
    1
    Hey Becoming,

    I have been using your Horizon asset for my final project at school and it works great. However, we are having an issue with trying to add our own directional lighting in it. It works really well with you sky box, but it isn't responsive at all to external lighting outside of the editor extension. In this case, we have a scripted day/ night cycle and they don't really want to play together. Do you know of a go-around we can take advantage of, or maybe just something we aren't thinking of?

    Thank you
     
  32. QFGlenn

    QFGlenn

    Joined:
    Feb 21, 2013
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    39
    14600! I had a lot of fun with this, great asset!
     

    Attached Files:

  33. Loishtc

    Loishtc

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    Oct 19, 2013
    Posts:
    32
    My move!
     
  34. SebastianMaj

    SebastianMaj

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    Nov 28, 2013
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    113
    My score! It took me about 24 tries to get, got lucky with a nice streak that gave me extra points!
     

    Attached Files:

    Last edited: Jun 25, 2015
  35. puzzlekings

    puzzlekings

    Joined:
    Sep 6, 2012
    Posts:
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    Any update on that reference scene for mobile?

    cheers

    Nalin
     
  36. Rastar

    Rastar

    Joined:
    Sep 14, 2012
    Posts:
    73
    Hi,

    I've gone through this chat and skimmed through the manual, but am still a little uncertain if and how I can use Horiz[On] for what I want to do, so here it goes:

    I am using WorldComposer to set up a large terrain (about 20km x 20 km) which will be viewed from an FPS perspective. I would like to use Unity terrain tiles for that which are streamed in and out as necessary. Now I want to use Horiz[On] to render the terrain surrounding the currently loaded tile. I was thinking of getting a large, low-res terrain and image from WC surrounding my 20x20km and blend that with the loaded tile. Is that possible? Does that work with streaming tiles as well?

    Thanks!
     
  37. topofsteel

    topofsteel

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    Dec 2, 2011
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    Here is what i'm trying to do and the problems i'm having. I am modeling a real world location and at times you can see beyond my terrain limits so I am trying to create an extension of the area. I am having problems with the scale, everything appears to be arbitrary. If I read correctly, I scale the HORIZON objects to fit around my terrain. Is there a relationship between the scale of the mask and the HORIZON object? Is there a way to scale the mask out from the center?

    How does the height map ARGB associate to the layers? It appears to be a global height map that is associated with the mask, which is great. But again, I don't understand the layer associativity?

    Any direction would be greatly appreciated. Thank you.
     
    Last edited: Jul 2, 2015
  38. bbgames100

    bbgames100

    Joined:
    Mar 24, 2015
    Posts:
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    Great asset, already purchased.

    I noticed in the windows demo, there is a boundary, which seems very useful. Go too far, and the player is stopped and a semi transparent pink plane appears.

    I'm interested in mimicking this boundary in my app. Is it possible to include the source of this demo in the asset as a second example?

    If not, maybe you can include the boundary as a prefab, or additional feature?

    Or at least, can you explain how you are doing the boundary? Is it just a giant collider that fades the alpha on a pink texture just outside the boundary?

    Thanks for the great asset!
     
  39. retox

    retox

    Joined:
    Sep 12, 2012
    Posts:
    29
    Hi there,

    This looks a fantastic tool for Unity and I've purchased it for our project, however, I am building to Android and due to the lack of Linear colour option I can't seem to do much. I've read through the manual and also looked on this forum to see where I'm going wrong. Could you explain the steps to getting a working environment for mobile?

    Many thanks
     
  40. AlanGreyjoy

    AlanGreyjoy

    Joined:
    Jul 25, 2014
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    any way to just show water? I know I can use suimono water for the effect... but it's not great for mobile.
     
  41. topofsteel

    topofsteel

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    Use a mask with 100% alpha. I was going to suggest this as a terrain solution In the other thread about mobile terrain.
     
  42. AlanGreyjoy

    AlanGreyjoy

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    Jul 25, 2014
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    Thanks man :)
     
  43. cjhmdm

    cjhmdm

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    Jul 10, 2015
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    Not sure if the monthly thing is still going on or not, but here's mine after my third try... then it started making me dizzy heh Horizon[ON] Demo - Score 71200.png
     
  44. Unplug

    Unplug

    Joined:
    Aug 23, 2014
    Posts:
    256
    first i want to say thanks for this nice asset !
    but (it always come with a but) i do have a minor issue

    on a distance I have a hill with trees, when they turn into billboard, the sky transition show up in front of the billboard tree. Is there a way to fix this beside changin de distance at which you see real tree as it would be a serious performance killer.
     
  45. topofsteel

    topofsteel

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    Dec 2, 2011
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    I think this is really just a place for posting screenshots of balloons. Support, not so much.
     
    99thmonkey likes this.
  46. Unplug

    Unplug

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    Aug 23, 2014
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    lol let's hope not. They deliver high quality asset, but documentation on terrain composer and world composer are old and complex. tutorial are not so helpful when you are a beginner. i'm having hard time to understand how terrain composer work. i figured out horizon and world myself but with horizon i'm disapointed by this bug. i'm sure there is a work around
     
  47. topofsteel

    topofsteel

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    Dec 2, 2011
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    I know, it's kind of weird. It's a super polished asset from really talented people. I posted here over a month ago, and several times since. There has been no reply from the developer to anyone's post at all. Odd.

    I really struggle with the world composer interface too.
     
  48. Recon03

    Recon03

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    Aug 5, 2013
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    839
    ...

    I been a huge supporter of all the assets this company made and other terrain tools linked for a long time but my patience is growing thin .... I have fellow devs that refuse to use any asset due to this issue, sad really because it seems like a good tool... like the rest of there tools..

    They don't understand, we don't all do this for a hobby.. Since Unity 5 I see other popular assets lacking support,I stopped buying any more assets on the store due to this problem as I do not want a plug in to cost me my game because if we run into a problem, we are screwed..


    Has anyone used 3D Roads with this??? wondering how well it worked .. Thanks



    @ UnPlug , I know Terrain Composer fairly well, if you need help hollar...
    @ TopOFSteel, Nath the developer of World Composer has been around on the forums, I know he has slowed down some,but I believe is he working on his game finally but he does get back to you, his Skype is on his post, he answers me with in a day or so.. I know World composer fairly well as well.
     
    Last edited: Jul 27, 2015
  49. Unplug

    Unplug

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    Aug 23, 2014
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    @Recon03 i appreciate your offer. But i don't want to take too much of your time. I wouldn't know where to start. There are so many option. At least if I knew how to set a fer layer of tree depending on map color that would be a start. Every video I can found are oudated.
     
  50. Recon03

    Recon03

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    Aug 5, 2013
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    839
    Unplug, the video's that are in the actual add on, are nearly the same, use those... When you use Terrain composer, don't try to make what your making, play around with the settings, watch all the videos on the plug in, they should have them in the add on actually near each feature.. You will be amazed and what you can do really fast, the UI, can be a bit confusing at first, it was for alot of people..