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Mesh Terrain Editor, a mesh-based terrain creator, converter and editor

Discussion in 'Assets and Asset Store' started by zwcloud, Apr 10, 2016.

  1. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Sorry for being so long absence from the forum!

    The latest MTE v3.7 beta version is attached. I didn't plan to release beta version to the forum but this is a special case. Originally only users joined the Discord Channel have access to it.

    I'm stuck at home for 5 weeks in Hubei CN because of the coronavirus outbreak, and currently has no working environment to continue development of MTE. For now, I'm only able to fix some minor bugs on my 9-year-old laptop.

    I'm still watching my email-box (zwcloud#hotmail.com) and the Discord Channel to see if anyone has question or issues when using MTE. Please don't hesitate to contact me if you have any questions.
     
    Last edited: Mar 6, 2020
    Lars-Steenhoff and MD_Reptile like this.
  2. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Added support for URP for Unity 2019.3 in new beta version MTE v3.7.0b10
    upload_2020-4-13_23-47-9.png
     

    Attached Files:

    TerraUnity and Lars-Steenhoff like this.
  3. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,521
    Nice to see the updates!
     
  4. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Mesh Terrain Editor v3.7.0f1 is ready for download!

    >> Online documentation <<

    Change Log:
     
    Last edited: May 5, 2020
    Lars-Steenhoff likes this.
  5. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    And for Unity 5.6.6 and Unity 2020.1beta:
     
    Last edited: May 5, 2020
  6. Vakhtins

    Vakhtins

    Joined:
    Apr 22, 2019
    Posts:
    6
    there is a bug, in Unity Version 2019.2.0f1, the default terrain material setting is "Default-Terrain-Standard" which is treated as custom material by Mesh Terrain Editor.

    So it cannot convert any terrain to mesh in Unity 2019.2.0f1.
     
    zwcloud likes this.
  7. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Thanks for your feedback.

    Please make sure you are using a correct MTE package. For Unity 2019.2, MeshTerrainEditor_v3.7.0f1_for_Unity_2019.2.13f1.unitypackage should be used.

    I'll try to reproduce this issue tomorrow. (It's 1:11 AM in my place.)
     
  8. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    @Vakhtins
    I couldn't repoduce the issue on Unity 2019.2.14f1 with MeshTerrainEditor_v3.7.0f1_for_Unity_2019.2.13f1.unitypackage. The converter works normally:

    upload_2020-5-31_12-57-27.png

    Are there any error when you trying to convert the terrain? Your terrain maybe corrupted and MTE may failed to identify that.

    Can you post the terrain as an attachment here, or send the terrain to me via email (zwcloud@hotmail), I will try to convert your terrain to see if any issue will happen.

    Or you can join the Discord Channel to talk about this issue.
     
    Last edited: May 31, 2020
  9. oval

    oval

    Joined:
    May 22, 2013
    Posts:
    1
    Hi, I have an error in unity 2019.3.15f1, paint texture modification not saving, pls help
     
  10. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    What error? Please post the error here or join the discord channel to discuss with me.

    A common issue is that the import settings of a control texture(SplatAlpha 0/1.png) is not correctly set. The correct setting should be:

    20200609104037.png
     
  11. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Join the Discord Server to get access to latest beta version v3.7.1b1!
    • beta feature: Split a Unity Terrain into pieces
    • beta feature: LWRP/URP preview brush fixed

    upload_2020-6-9_18-38-38.png
    20200609142507.gif
     
    Fibonaccov likes this.
  12. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Mesh Terrain Editor v3.7.1f1 (Stable Version) is ready for download!

    Change Log:
    • Converter
      • Added support: split a Unity terrain into tiled mesh-terrains.
    • Editor
      • Added support: provide brush preview for LWRP and URP
      • Added support: provide hotkey for choosing a texture to paint (NumPad number keys)
      • Added support: remember container for object painter
    • General
      • Fixed issue: several potential NRE error caused by corrupted terrain data, rare operation and code file import
      • Improved docs about the filter.

    Plan for next version:
    https://github.com/zwcloud/MeshTerrainEditor-issues/projects/2

    donwload from mega
     
  13. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    And for Unity 5.6.6 and Unity 2020.1b:
     
  14. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    ** Updated on 2020-09-12 v3.7.2f2

    Mesh Terrain Editor v3.7.2f1 (Stable Version) is ready for download!

    Change Log:
    • Editor
      • Improved performance of smooth height tool.
      • Restored T4M-like legacy texture painter mode: select and paint, useful when painting textures on a mesh with custom UV.
      • Improved UX on getting started to use the grass painter.
      • Added tool to convert point cloud to actual grass meshes in editor.
      • Added support: use random and ranged scale when painting objects.
      • Added support: logarithmic brush flow slider in texture painter.
      • Added support: undo/redo for object painter.
      • Added support: undo/redo for grass painter.
    • General
      • Support Unity 2019.4 and removed support for Unity 5.6
      • Fixed issue: icon becomes blank after creating/opening a new scene.
      • Fixed issue: UnityException: get_INTERNAL_defaultRenderPipeline is not allowed to be called from a ScriptableObject constructor.
      • Fixed issue: Unable to find style 'GridList' in skin 'GameSkin'.
      • Added guide on how to use a custom control map.
    Plan for next stable release:
    https://github.com/zwcloud/MeshTerrainEditor-issues/projects/4
     
    Last edited: Sep 12, 2020
    MD_Reptile likes this.
  15. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    And for Unity 2017.4 and 2018.4 LTS:
     

    Attached Files:

  16. hisown0

    hisown0

    Joined:
    Nov 16, 2019
    Posts:
    1
    Using Unity 2020.1.4f1 This error comes up and the plugin will not work.

    UnityException: get_INTERNAL_defaultRenderPipeline is not allowed to be called during serialization, call it from OnEnable instead. Called from ScriptableObject 'DockArea'.
    See "Script Serialization" page in the Unity Manual for further details.
    UnityEngine.Rendering.GraphicsSettings.get_defaultRenderPipeline () (at <e8645a79b0794e0e9a2b5bbff081b88a>:0)
    UnityEngine.Rendering.GraphicsSettings.get_renderPipelineAsset () (at <e8645a79b0794e0e9a2b5bbff081b88a>:0)
    _Hy58bojfsCgAm8NRnx5B4ZfvarN_.‎‭‮‫‬‬‌‎‌‍‎‏‎‏‎‏‪‬‌‌‎‏‎‮‮ () (at <964c375278da47c0b582c42e05b9dcac>:0)
    _Hy58bojfsCgAm8NRnx5B4ZfvarN_._Ol5inzxTzxpgZNe5OLIBcjwcdkC_ () (at <964c375278da47c0b582c42e05b9dcac>:0)
    _Hy58bojfsCgAm8NRnx5B4ZfvarN_._YOXMk3SlZ44yabM3AvadQnMsSCG_ () (at <964c375278da47c0b582c42e05b9dcac>:0)
    _6R4dfUlHsQRKzQq5rmqOXLypiot_..ctor () (at <964c375278da47c0b582c42e05b9dcac>:0)
    _3mErQx1Yt5kaajudj1dazNMz7yI_..ctor () (at <964c375278da47c0b582c42e05b9dcac>:0)
    _vEgCdzKb6FsEVDlguhvgx7mis5u_..ctor () (at <964c375278da47c0b582c42e05b9dcac>:0)
    _ioBqvJha1YVgQgBtBKOgQnwlICG_..cctor () (at <964c375278da47c0b582c42e05b9dcac>:0)
    Rethrow as TypeInitializationException: The type initializer for '_ioBqvJha1YVgQgBtBKOgQnwlICG_' threw an exception.
    _49t4nym56XLSaGSE1Ihpq4nCgIP_.OnGUI () (at <964c375278da47c0b582c42e05b9dcac>:0)
    UnityEditor.HostView.OldOnGUI () (at <3b1af5075b0340cfb428dfcef292b2ea>:0)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcher.OpenGate () (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <2500dd078a544a69b6c923861af6cd15>:0)
     
    zwcloud likes this.
  17. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Thanks for your feedback! That seems to be a fixed issue in MTE v3.7.2f1, please try the new release in above post if your MTE version is not up-to-date.
     
    Last edited: Sep 28, 2020
  18. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    New updated stable release available.

    Changes in MTE v3.7.2f2
    • fixed smooth tool behaviour
    • set default scale of a prefab to 1.0 for object painter
     
  19. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    MD_Reptile likes this.
  20. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Updated 2020-11-26 new patch version v3.8.0p4, recommended if using bumpped standard and URP shaders
    • Merge Albedo&Smoothness texture refresh buttons into one
    • Support smoothness property for layer 5, no longer shared with layer 4
    • fixed shader UI issues for standard and URP shaders
    • imporved shader UI layout for standard and URP shaders
    imrpoved_shader_ui.jpg
    ------------------------------------------
    Updated 2020-11-15 new patch version v3.8.0p3, required if using standard and URP shaders with multiple tiled mesh-terrains created by MTE creator:
    • Make albedo&smoothness shader UI compatible with multiple tiled mesh-terrains:
      all tiles will share the same albedo&smoothness texture for each layer
    ------------------------------------------
    Updated 2020-11-13 new patch version v3.8.0p2, recommended if using standard and URP shaders:
    • Improved user experience of standard and URP shader UI: the format and read/write enabled settings will be automatically set now.
    • Fix issue: huge memory usage when painting textures on large numbers of tiled mesh-terrains
    ------------------------------------------
    Mesh Terrain Editor v3.8.0f2 (Stable Version) is ready for download!

    Change Log:
    • Editor
      • [Object Painter] Add Support to set unified scale for prefabs.
      • [Object Painter] Add Support to disallow overlap when painting.
      • [Basemap Baker] Add Support to disable lighting.
      • [Basemap Baker] Add Support to consider lightmap when baking.
      • [Basemap Baker] Add Support to set the size of output image.
    • Shader
      • Support normal intensity as a `shader_feature` for all shaders using normal maps.
      • Support smoothness texture for standard and URP shaders: provide tool to merge albedo(RGB) and smoothness(A) texture into one single RGBA32 texture for each layer.
      • Add height-blending standard and URP shader, only support 4 layers.
    • General
      • Improve compatibility with latest URP.
      • Improve compatibility with latest Amplify Shader Editor.
      • Improve UX: the creator and converter will center output mesh-terrain(s) in the scene view.
      • Improve UX: disable MTE editor when a camera is selected.
      • Improve stability and UI arrangement.
     
    Last edited: Nov 26, 2020
    JoeStrout likes this.
  21. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    packages for Unity 2019.1, 2019.2, 2019.3:
     
  22. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Important
    New beta version 3.8.1b2 is available. It's required for texture painter users: a serious high memory usage issue has been fixed, otherwise the texture painter will be completely unusable for PC with low RAM storage.

    I will upload it to asset store this weekend when I'm free.
     

    Attached Files:

    Last edited: Dec 15, 2020
  23. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    for Unity 2017.4 users
     

    Attached Files:

  24. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    UPDATE: patch version release v3.8.1p1
    mainly improved albedo&smoothness texture user experience, and disable it by default
    --------------------------------------------------------------

    New updated stable release v3.8.1f1 available.

    Change Log
    • Editor
      • Support circular brush for vertex selection.
      • Fix issue: high memory usage when painting textures.
    • Converter
      • Support keeping light-mapping data when converting Unity terrain; mesh uv2 will be generated. The obj format is not supported.
    • Shader
      • Fix URP shader: set default specular to 0 instead of 0.5
    • General
      • Improve albedo&smoothness texture support for tiled mesh-terrains.
      • Re-organize folder structure.
      • Improve shader UI.
      • Add documentation on MTE shaders.
      • Automatically check for updates and prompt.
      • Improve compatibility with 2020.2.
      • Fix several UI caused NRE issues.
     

    Attached Files:

    Last edited: Jan 26, 2021
    MD_Reptile likes this.
  25. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    For Unity 2017.4 and 2019.2:
     

    Attached Files:

  26. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    MTE activation server is down and might not be able to work until 24 hours later. I'm trying to restore it.

    The server is back to normal.
     
    Last edited: Jan 29, 2021
  27. kilik128

    kilik128

    Joined:
    Jul 15, 2013
    Posts:
    909
    hi it's work only in editor ?
     
  28. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    This is an editor plugin that creates mesh-based terrain assets. Please try the free version.
     
  29. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Mesh Terrain Editor v3.8.2f1 is ready for download!

    Change Log:
    • Creator
      • Don't allow overwrite an existing folder as output.
    • Converter
      • Don't allow overwrite an existing folder as output.
      • Mesh Conversion: provide option to keep mesh uv.
      • Mesh Conversion: provide option to keep mesh normal.
      • Terrain conversion: fix splitting edge.
      • Terrain conversion: make MeshOnly option more explicit.
      • Terrain conversion: fix material incorrect when MeshOnly is enabled under URP.
    • Editor
      • Provide source code of all editors.
      • Splat Painter: improve UI for single selected mode.
      • Splat Painter: improve editing performance for multiple tiled meshes.
      • Splat Painter: unify brush size for single-selected and multiple filtered mode.
      • Splat Painter: fix brush is black under URP.
      • Splat Painter: fix brush too bright for some texture.
      • Add splat-array painter (beta): support paint up to 12 textures on one single mesh-terrain with a texture-array-based shader.
      • Grass Painter & Object Painter: fix cancel button not work on editing detail window
    • Shader
      • Fix unlit shader make mesh black.
    • General
      • Support Unity 2021.1; Remove support of Unity 2019.2.
      • Re-organize folder structure.
      • Improve and fix UI.
      • Improve stability: fixed several rare NRE errors.



    PluginSourceCode.png
     

    Attached Files:

  30. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    packages for 2017.4, 2019.3 and 2020.1
     

    Attached Files:

    MD_Reptile likes this.
  31. Sholms

    Sholms

    Joined:
    Nov 15, 2014
    Posts:
    84
    any update for Unity 2020.3?
     
  32. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Just use the 2020.2 package: it's almost compatible with 2020.3. MTE 3.8.3 will be released soon including support for Unity 2020.3.
    Actually MTE 3.8.3 beta version has already supported 2020.3, please join the discord channel to download.
     
  33. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    MTE 3.8.3's 5th beta version 3.8.3b5 is ready for download. Please join the discord channel to download.

    The converter from Unity terrain to texture array based mesh-terrain is under development. After it is finshed, stable release of MTE 3.8.3 will be published. The ETA is in two weeks from now.

    upload_2021-7-31_18-10-33.png upload_2021-7-31_18-9-1.png upload_2021-7-31_18-9-19.png upload_2021-7-31_18-12-42.png
     
  34. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Mesh Terrain Editor v3.8.3f2 stable version is available for downloading.

    (one package for all Unity versions from Unity 2018.4 to 2021.2)
    upload_2021-11-28_17-33-41.png

    Main Updates:
    1. Add texture-array-based 2-12 layers PBR mesh-terrain solution.
    2. Add built-in FBX support, no longer depends Unity's FBXExporter which creates very big FBX files.
    3. Remove support of Unity 2017.4, Add support of Unity 2020.3, 2021.1 and 2021.2.
    4. Improve UX & UI, fix bugs.

    Update 3.8.3f2: remove requirement of "unsafe".
    Update 3.8.3f3: fixed ShadowMask not work for mixed light

    More details are listed in the docs: https://zwcloud.github.io/MeshTerrainEditor-issues/#en-US_VersionHistory
     

    Attached Files:

    Last edited: Dec 8, 2021
    MD_Reptile and vARDAmir88 like this.
  35. vARDAmir88

    vARDAmir88

    Joined:
    Sep 9, 2015
    Posts:
    36
    Hi
    Thanks for great tool.

    Version 3.8.3f1 ask me to enable "unsafe" code and I worry about it. In version 3.8.3b11 everything works fine without any warnings about "unsafe" code.
     
    zwcloud likes this.
  36. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Unsafe is enabled to make it possible to improve editing performance of Texture Array Painter. I will re-consider if it is possible not to use "unsafe". Thanks for the feedback!
     
  37. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Removed requirement of "unsafe" in 3.8.3f2. Please download the updated package. @vARDAmir88

    upload_2021-12-4_22-50-45.png
     
    vARDAmir88 likes this.
  38. vARDAmir88

    vARDAmir88

    Joined:
    Sep 9, 2015
    Posts:
    36
    Thanks a lot for quick reply and update!
     
  39. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    In latest MTE package 3.8.3f3, the URP shaders are generated in Unity 2020.3 and URP 7.5 with ASE. If you are not using the exact version of Unity and URP, the shader might have compile error like invalid subscript 'normalizedScreenSpaceUV'.

    Solution
    Regenerate the shader in ASE(Amplify Shader Editor), and the shader errors will be fixed.
    If you don't have ASE, please send me message and tell me your Unity and URP version and the shader name. I will regenerate the shader for you.

    This issue will be fixed properly in the next version of MTE and the package will be uploaded here.
     
    Last edited: Dec 14, 2021
  40. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Mesh Terrain Editor v4.0.0b1 beta version is available for downloading.

    This is the first release of Mesh Terrain Editor 4 as a new package. So it cannot be used to activate MTE 3 Pro. Don't use this package before MTE 4 Pro is released if you are using MTE 3 Pro.

    (Updated)
    Unfortunately, Unity declined the submission of MTE 4 Pro because of the activation/deactivation system. I have done my best to persuade Unity asset store staff but they won't accept.
    So the plan of paid update to MTE 4.x Pro has to be changed a little:
    1. If you bought MTE 3 Pro after May 1st 2022, you can upgrade to MTE 4 Pro for free.
    2. If you bought MTE 3 Pro before May 1st 2022(exclusive), you have to pay to upgrade to MTE 4.
    3. You can buy MTE 4 Pro as a new package
    This kind of upgrade will happen every other year or when a major function is added. This is essentially make MTE users to pay every other year like a yearly subscription.

    This decision is made to fund the development of MTE, so it can be updated constantly.

    Changes:
    I have already submitted the package. But the unity asset store staff said there are few business days left, before MeshTerrainEditor 4 Pro can be released on asset store.
     

    Attached Files:

    Last edited: Jul 8, 2022
  41. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    4,030
    @zwcloud Is it possible to query your mesh terrain to determine the texture influences? For example, if I have a 4 texture terrain with sand, grass, dirt, rock textures, after converting to mesh can I call an API to get the influences of each texture at world position x/z? So the result would be something like this?

    sand 0.1
    grass 0.5
    dirt = 0.2
    rock = 0

    I develop SoulLink Procedural AI Spawner and it currently supports Unity terrain and also Polaris mesh terrain with splats. I think it would be useful to be able to utilize Mesh Terrain as well.
     
  42. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Thank you for your concern in Mesh Terrain Editor. :)

    I think the solution is quite straightforward:
    1. Convert world position (x,z) to uv coordinate (u,v) normalized in a mesh-terrain.
    2. Sample the weight-map(s) with (u,v) and get per-layer weight
    And in practice:
    1. CPU way: normalize world position with world AABB of a mesh-terrain to a uv of the weight-map, then sample the weight-map with the uv to get layer-weights*
    2. GPU way: raycast to get the world position's `RaycastHit.textureCoord`, then draw a pixel with the uv and a shader that output layer weights instead of weight-blended color.
    BTW, I'm thinking of creating a runtime API in MTE, since several users have requested that feature.
     
    Last edited: Jun 4, 2022
  43. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    4,030
    Sounds great. I'll definitely look at integration when you have that added.
     
  44. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Forgot to post here but MTE 4.x Pro new version (the paid version) has already been published. Please join the discord channel to get information about how to upgrade or buy it.

    Don't forget to get the free upgrade to MTE 4.x Pro if you have bought MTE 3.x on asset store after May 1st 2022. Join the discord channel for details on that.

    https://discord.gg/dQqp8B6

    The lastest version can be downloaded from the discord channel.
     
    Last edited: Jul 8, 2022
  45. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    4,030
    @zwcloud Any update on the runtime API you proposed?
     
  46. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Not yet. I'm busy building the user system of MTE editor to activate/deactivate MTE Pro more conveniently.
    I had created an issue to track the request here: https://github.com/zwcloud/MeshTerrainEditor-issues/issues/242
    You can subscribe to it to get notified if any progress is made.
     
    magique likes this.
  47. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    Please update to this version or you might not be able to activate MTE 4 Pro.
    Mesh Terrain Editor v4.0.0b3 beta version
    Changes:
    1. Fixed issue: cannot activate/deactivate MTE 4 Pro
    2. Fixed issue: lag when quitting play mode
    3. Fixed compatibility on Unity 2018.4
     

    Attached Files:

  48. zwcloud

    zwcloud

    Joined:
    Mar 15, 2016
    Posts:
    377
    @magique The SampleWeight API is added in MTE 4.0.0b4, which can be downloaded in MTE's discord channel here:
    https://discord.gg/dQqp8B6
     
  49. amz_fukumoto

    amz_fukumoto

    Joined:
    Jun 13, 2013
    Posts:
    3
    Hi
    Is it supported by forward+?
    Screen flickers when using MTE/URP/4Textures.
    I am using MTE4.0.0b1
     
    zwcloud likes this.
  50. newlife

    newlife

    Joined:
    Jan 20, 2010
    Posts:
    1,064
    Hello, why is Mesh Terrain Editor Pro deprecated on the Asset Store?