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Planet Terrain Editor & Generator

Discussion in 'Works In Progress - Archive' started by stanislavdol, Jun 18, 2014.

  1. stanislavdol

    stanislavdol

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    Hi, folks.
    Recently, I started working on a new asset - planet terrain editor.
    Check out what's already done :

    Well, everything is almost done =)
    - Realistic planet shader with 7 textures blended based on height
    - Cartoon planet shader with 7 textures blended based on height
    - Atmosphere(clouds) shader + animated clouds
    - Glow shader
    - Planet terrain editor
    - Planet terrain generator
    - Created planets can be saved as prefabs from editor


    // Planets are deformed cubes, so max planet size is 65k polygons, which is more than enough for most applications. So, I guess, not suitable for FPS.

    Released! Now supporting dx11 and Unity 5
    AssetStore link



    screen1.png

    screen2.png screen4.png

    Any suggestions what else is good to add?
     
    Last edited: Jun 9, 2015
    sandboxgod likes this.
  2. ZJP

    ZJP

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    Sincerely good luck.
     
  3. TheNorthridge

    TheNorthridge

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    Will it support more Realistic Size/Looking Planets, or these super deformed mini planets?
     
  4. FBTH

    FBTH

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    I'd say this would be great for a game with the art style of Spore. Good luck man, looks really nice. Maybe an option to add custom textures and support for texture quality? Cheers!
     
  5. stanislavdol

    stanislavdol

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    Yeap, I it will definitely have a possibility to use your own textures. And I'm working on real planets terrain right now.
    It's not a problem to make a real terrain editor, but it's much harder to generate a realistic looking terrain)
     
  6. stanislavdol

    stanislavdol

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    Working on realistic planets now.

    test.png

    test.png
     
  7. FBTH

    FBTH

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    Nice! :D
     
  8. stanislavdol

    stanislavdol

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    [New Update]


    Realistic, dynamic (well, pseudo-dynamic) clouds were added
    (Especially accelerated in order to show how it looks like)
     
  9. stanislavdol

    stanislavdol

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    11.07
    Now there poles covered with snow:
     
  10. angel_m

    angel_m

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    There are other assets in the store for planet terrains and all of them have the same problems: performance, collisions and gravity. I think first you have to obtain good and robust result on these and then add the other features (good textures, clouds, atmosphere...) because a planet terrain without proper collision and gravity system is useless except as a background in an space scene and here it is cheaper a good sprite image...
     
  11. stanislavdol

    stanislavdol

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    Thx, for a review. Gravity system is almost done.

    All other assets are in a high price category 60+.
    This one will be cheaper.

    This asset wasn't planned to be a creator of a full-scale planet. The idea was to create a spore-like planets. But after a couple of reviews I decided to add realistic planets as well.

    Perfomance - the number of total vertices in the biggest planet is less than 50k and it works fine on mobile devices. There are smaller planets with ~5k andf ~25k verts

    Colliders - planets are deformed cubes, so no problems with colliders.
     
  12. angel_m

    angel_m

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    Any progress?
     
  13. stanislavdol

    stanislavdol

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    Sure, last touches are left
    In a few days it will be sent to the assetstore
     
  14. stanislavdol

    stanislavdol

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    It took longer than I expected, cause I had some other work to do.
    And commenting the code sometimes takes more time than actual coding.

    But here is an update:
     
    Last edited: Aug 4, 2014
  15. angel_m

    angel_m

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    Is it already in the Asset Store?
     
  16. stanislavdol

    stanislavdol

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    It was sent there. Awaiting approval.
     
  17. MrHobbits

    MrHobbits

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    Are your planets, once saved as a prefab able to be used to walk upon and 'explore'?
     
  18. stanislavdol

    stanislavdol

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    They are saved with colliders, materials, so yes. However, the max planet resoulution is limited by Unity import capabilities, cause the planet is a deformed cube.
    So it depends on how big you want your planet to be.
     
  19. angel_m

    angel_m

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    What is the max planet resolution? do you mean the 65K poly limit?
    Any demo in a web player or so?
     
  20. stanislavdol

    stanislavdol

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    Yeap, actually it's about 30k. Cause every bigger sphere unity divides into couple of separate meshes.
    DEMO

    So, most likely, this asset is not for First Person View games
     
    Last edited: Aug 7, 2014
  21. angel_m

    angel_m

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    Then, what kind of games is for?
     
  22. stanislavdol

    stanislavdol

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    3rd person view.
    Planet scale Strategies
    Space games
    etc
     
  23. angel_m

    angel_m

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    Sorry, but in order to walk over the planet surface I don't see any difference between first and third person view.
     
  24. Sven-Frankson

    Sven-Frankson

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    Can't go over the mesh limit because of seam issues ? I tried once and that's where I got stuck.

    I think someone wrote a paper about it a while ago, it was about flat terrain engine, but it might be the same concept for spherical terrains.

    About computing normals at seams, I think it can be solved by calculating normals from the source that did generate the heights, or by building meshes on a larger set of data and then cutting them (which allows you to use built-in normals computation).

    Anyway, good luck !
     
  25. stanislavdol

    stanislavdol

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    my bad, by 3rd person I meant top view, or 3/4 view game on overdeformed planets. (jump from one planet to another etc).
    Sorry, but even the most expensive planet editors on the asset store can't create a goo planet for FPS.
    And this one is for different purpose.

    Realistic planets were made for space games or, again, strategy games, where you can see the whole planet or a part of it.

    Thanks.
    I just wanted to make something cheap and simple. The idea wasn't to create a unity terrain analog on sphere.
    May be next time
     
  26. stanislavdol

    stanislavdol

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    Unfortunately, shaders somewhy were not uploaded correctly, so I have to find why and reupload everything.
    Sorry for the delay =(
     
  27. angel_m

    angel_m

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    Thanks, but I'm afraid this asset isn't what I expected.
     
  28. stanislavdol

    stanislavdol

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    Well, sorry for disappointing you, but I told you what it's gonna be after your first comment.

    Good luck with your project!
     
  29. stanislavdol

    stanislavdol

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  30. syb3rpunktv

    syb3rpunktv

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    I think this will be great for my FPS RTS RPG Suvivle hybrid i was going to just model a planet in blender but i think i can use this to my advantage i got a top coder that can probley do something with the fps camra so i don't render objects if the raycast is not touching it so only 1/4 of the planet is rendered at a time in fps

    P.s. are you still working on this asset

    if so what do you have planed
     
  31. stanislavdol

    stanislavdol

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    I'm planning to add a player controller with gravity. Unfortunately, I have a lot of stuff to do right now, it will be done untill the middle of October.
     
  32. Deleted User

    Deleted User

    Guest

    Will this asset be upgraded to be used with Unity 5?
     
  33. Sven-Frankson

    Sven-Frankson

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    Hi,

    I tried it last month, it went through the conversion process to Unity 5 with no issues.
     
  34. stanislavdol

    stanislavdol

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    Hi, There are certain problems now, may be later.
    Hm, that's very interesting, it actually doesn't work with Unity 5 on my machines, Could you please give me some more info?

    Thanks.
     
  35. stanislavdol

    stanislavdol

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    Hey, folks.
    Finally this asset is getting dx11 and Unity5 support. A new version will hit assetstore soon.
     
  36. stanislavdol

    stanislavdol

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  37. Deleted User

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    Guest

    I just recently purchased your asset. I can not figure out how to increase the size of the planet. Everytime I manually increase the size of the planet, the planet textures disappear, and the meshes begin to clip. Is their a way to increase the planet?
     
  38. stanislavdol

    stanislavdol

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    Hi, ataloss, it's written in asset guide. You just need to adjust size varibale in planet_control script(it's a public variable do not adjust it directly in the script).
    Please, if you have any further questions contact me by e-mail, I can respond much faster there.
     
  39. stanislavdol

    stanislavdol

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    This asset is now available for 15$ in Level11
     
  40. BlueAndroid

    BlueAndroid

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    Hi,

    I think about buying this asset, but there are some things I need to know about:

    * Are the textures for terraingeneration on the planet changeable?

    * Is it possible to change the polycount of a planet?

    * Is the 1st and 3rd person controller and the gravity system released now?
    ** If yes, is it possible to zoom in at user level on planet generation?

    * do you have a list of reference projects (or youtube videos of projects) that successfully used your editor for planet generation - especially for 1st / 3rd person games?

    Thanks.
     
  41. stanislavdol

    stanislavdol

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    Hi.
    1. Yes they are
    2. Yes, but you are limited by 32k vertices(unity limit for single mesh)
    3. 1st person is not suitable due to low planet resolution, please contact me for the latest version of 3rd person controller if you decide to give it a try
    3.1 No, planet is just a deformed high-poly cube, as mentioned in this thread it was designed for space games or strategy games where detailed planet view is not required
    4. No, unfortunately, I have no ways of getting this info.
     
  42. Black_Raptor

    Black_Raptor

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    Why doesn't use displacer & tesselation for increase the number of polygon in first person ?
     
  43. stanislavdol

    stanislavdol

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    Because displacement here is not shader-based.
     
  44. Deleted User

    Deleted User

    Guest

    Will this asset get a Direct X 12 update. I'm currently using it in unity 2017.3 and all the textures are pink, because I'm using Direct X 12 in my unity settings.
     
  45. stanislavdol

    stanislavdol

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    Hey, for some reason I don't get notifications about new posts in this thread, please drop me an email.
    I will look into it