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--PolyWorld-- Low Poly Toolkits and More!

Discussion in 'Assets and Asset Store' started by QuantumTheory, Apr 9, 2014.

?

Would you consider purchasing prefab PolyWorld scenes, crafted by me, and published in the store?

Poll closed Aug 18, 2015.
  1. Yes, only if they are budgeted for performance, utilize existing packages, and have enough variety.

    4 vote(s)
    44.4%
  2. No, I just want new packs.

    5 vote(s)
    55.6%
  1. QuantumTheory

    QuantumTheory

    Joined:
    Jan 19, 2012
    Posts:
    1,081
    Yes, you have control over how many chunks it creates and how low poly those chunks can be. The maximum resolution of the terrain is dictated by how high res the Unity terrain is. You can convert the terrain 1 to 1, or reduce it.
     
  2. AntLewis

    AntLewis

    Joined:
    Feb 2, 2010
    Posts:
    254
    Thanks for the response - do you have any screenshots/videos you can share of a Unity terrain that's been converted to low poly?
     
  3. QuantumTheory

    QuantumTheory

    Joined:
    Jan 19, 2012
    Posts:
    1,081
    Of course! Some are on the Woodland page in the asset store but here is the one that you want:

     
  4. tork12

    tork12

    Joined:
    Dec 16, 2017
    Posts:
    42
    Hello, I just picked up the Vistas package. I get a really hard shadow that moves with my player. I've tried turning off post processing, played with the mesh lighting settings, etc. Unity 2019.4 URP. Can you think of any way to stop this from happening? shadowproblem.PNG
     
  5. pryankster

    pryankster

    Joined:
    Aug 6, 2015
    Posts:
    24
    I hate to post me-too, but I have the same issue (also using URP) -- it seems to be related to shadow bias? -- would love to know how to solve it.

    Also: Does polyworld support terrain holes?
    (EDIT: I think I have added holes support ... In QT_PolyWorldTerrain.cs, around line 376, I added this:

    Code (CSharp):
    1.  
    2.                         var hole = terrainData.IsHole((int)XHeightIndex, (int)ZHeightIndex);
    3.                         if (hole) {
    4.                             Debug.Log($"Hole at ({XOffset}, {ZOffset}) ({XHeightIndex},{ZHeightIndex})");
    5.                             continue;
    6.                         }
    I'm not sure how it plays with LOD or the rest of the system, but it seems to stop generation of quads in the place where I've painted holes!

    -- pryankster
     
    Last edited: Jul 13, 2020
  6. SuperPotatoCannon

    SuperPotatoCannon

    Joined:
    Mar 10, 2014
    Posts:
    2
    Hello!

    I am wondering is there has been any workaround or patch to make polyworld work with blendshapes.

    Also, I cannot get the shaders to update properly when converting to URP in unity version 2019.4.16f1 and was wondering if there was a solution for this as well.

    Thanks!
     
  7. QuantumTheory

    QuantumTheory

    Joined:
    Jan 19, 2012
    Posts:
    1,081
    Unfortunately there is no support for blendshapes nor any workaround.

    Regarding URP, Ill take a look!
     
  8. shubhank008

    shubhank008

    Joined:
    Apr 3, 2014
    Posts:
    107
    @QuantumTheory I am trying to make the mesh conversion tool work but keep getting the Diffuse texture error, even though I have tried changing the material type to Legacy/Diffuse and using the Character's texture and even the Swatch_White texture.

    There is also this error during conversion (Unity 2020.2):

    Code (CSharp):
    1.  
    2. NullReferenceException: Object reference not set to an instance of an object
    3. QT_ConvertMesh.RenderSkinnedMesh (UnityEngine.SkinnedMeshRenderer SMR, UnityEngine.GameObject currentGO) (at Assets/Quantum Theory/Polyworld/Editor/QT_ConvertMesh.cs:980)
    4. QT_ConvertMesh.ConvertMesh (UnityEngine.GameObject WorkingGO, UnityEngine.GameObject[] MeshGOs, UnityEngine.MeshFilter[] MFs, UnityEngine.MeshRenderer[] MRs, UnityEngine.SkinnedMeshRenderer[] SMRs) (at Assets/Quantum Theory/Polyworld/Editor/QT_ConvertMesh.cs:404)
    5. QT_ConvertMesh.OnGUI () (at Assets/Quantum Theory/Polyworld/Editor/QT_ConvertMesh.cs:159)
    6. UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <8c48e4bc2ff34638b69095cbb65e2e27>:0)
    7. UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <8c48e4bc2ff34638b69095cbb65e2e27>:0)
    8. UnityEditor.DockArea.OldOnGUI () (at <8c48e4bc2ff34638b69095cbb65e2e27>:0)
    9. 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 <0050475d167947ea9f166ad030caa84f>:0)
    10. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <0050475d167947ea9f166ad030caa84f>:0)
    11. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <0050475d167947ea9f166ad030caa84f>:0)
    12. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <0050475d167947ea9f166ad030caa84f>:0)
    13. UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <0050475d167947ea9f166ad030caa84f>:0)
    14. UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <0050475d167947ea9f166ad030caa84f>:0)
    15. UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <0050475d167947ea9f166ad030caa84f>:0)
    16. UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <0050475d167947ea9f166ad030caa84f>:0)
    17. UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <0050475d167947ea9f166ad030caa84f>:0)
    18. UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <0050475d167947ea9f166ad030caa84f>:0)
    19. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <0050475d167947ea9f166ad030caa84f>:0)
    20. UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <0050475d167947ea9f166ad030caa84f>:0)
    21. UnityEngine.UIElements.EventDispatcher.OpenGate () (at <0050475d167947ea9f166ad030caa84f>:0)
    22. UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <0050475d167947ea9f166ad030caa84f>:0)
    23. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <0050475d167947ea9f166ad030caa84f>:0)
    24. UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <0050475d167947ea9f166ad030caa84f>:0)
    25. UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <0050475d167947ea9f166ad030caa84f>:0)
    26. UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <0050475d167947ea9f166ad030caa84f>:0)
    27. UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <0050475d167947ea9f166ad030caa84f>:0)
    28. UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <0050475d167947ea9f166ad030caa84f>:0)
    29. UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <0050475d167947ea9f166ad030caa84f>:0)
    30. UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <f8197c5efb504ab8a77daf7d0e9abc5e>:0)
    31.  
    32.  
    33.  
     
  9. QuantumTheory

    QuantumTheory

    Joined:
    Jan 19, 2012
    Posts:
    1,081
    Hi @shubhank008

    Can you send me the mesh you're trying to convert, along with its textures and materials, in an email to support@qt-ent.com? I'll diagnose what's happening on my end. Thanks!
     
  10. dmnov04

    dmnov04

    Joined:
    Aug 28, 2021
    Posts:
    1
    How do I keep my terrain textures but convert the terrain to poly?
     
  11. QuantumTheory

    QuantumTheory

    Joined:
    Jan 19, 2012
    Posts:
    1,081
    Follow the normal conversion process but use a standard shader. Polyworld doesn't rely on shaders to create the faceted look.
     
  12. jmgek

    jmgek

    Joined:
    Dec 9, 2012
    Posts:
    177
    Does polly world export a new mesh? Or is there a shader that's applied to the high poly models?