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[RELEASED] Real Ivy - Procedural Ivy Generation Tool

Discussion in 'Assets and Asset Store' started by Dynamite3D, Apr 25, 2017.

  1. unity_MKMtlnW7LcfbFg

    unity_MKMtlnW7LcfbFg

    Joined:
    Oct 27, 2019
    Posts:
    3
    Hey, this is Excelsius! I recently purchased your pack and there are these errors when importing:
    "Assets\3Dynamite\Real Ivy\Scripts\Runtime\IvyController.cs(20,23): error CS0066: 'IvyController.OnGrowthFinished': event must be of a delegate type" that also occurs in the two lines preceding. I'm not familiar with events just yet, is there any solution?

    [UPDATE] I'm an idiot and had a class called Action, so sorry.
     
    Last edited: Dec 16, 2020
  2. jflejmer

    jflejmer

    Joined:
    Mar 1, 2015
    Posts:
    6
    Hey, I was wondering if there is support for vegetation engine now. It was a topic of discussion here some time ago.
     
  3. NamraGame

    NamraGame

    Joined:
    Feb 17, 2019
    Posts:
    31
    Hello!
    Just purchased the asset, having fun with it!
    I was wondering, how would you approach the idea of planting a seed, in-game? What I mean is, if you want the Player, to plant a seed. Which script should I look into? Is there a specific public function I can use?
    many thanks!
     
  4. UnityXizor21

    UnityXizor21

    Joined:
    Jan 14, 2021
    Posts:
    31
    Is this HDRP plug-and-play compatible?
    Or is this 'you can update/create your own shaders' HDRP compatible?

    I was unable to find detailed info on the answers to these questions.
     
  5. Dynamite3D

    Dynamite3D

    Joined:
    Oct 26, 2016
    Posts:
    101
    Haha! No worries.

    Hello! Sadly I didn't find any time to work on it so far. Sorry.

    Hello Namra, actually there's an example of it in the package, in a scene named "Procedural Runtime"

    As stated in the description of the asset, it is compatible with HDRP, URDP and Built-In Render Pipeline. As an extra, shaders are editable with Amplify Shader for the three render pipelines.

    Some of this answers are for very old questions. I'm sorry I'm not very present in the community.

    Cheers!
     
    Rowlan likes this.
  6. Ziggy47

    Ziggy47

    Joined:
    Aug 4, 2021
    Posts:
    4
    Hello, impressive work ! We were hoping to use the asset with custom mesh on mobile, however we are getting error on Android

    Code (CSharp):
    1. AndroidPlayer(Xiaomi_Mi_9T) IndexOutOfRangeException: Index was outside the bounds of the array.
    2.   at Dynamite3D.RealIvy.RTLeafPoint.CreateVertices (Dynamite3D.RealIvy.IvyParameters ivyParameters, Dynamite3D.RealIvy.RTMeshData leafMeshData, UnityEngine.GameObject ivyGO) [0x00000] in <00000000000000000000000000000000>:0
    3.   at Dynamite3D.RealIvy.RTBranchContainer..ctor (Dynamite3D.RealIvy.BranchContainer branchContainer, Dynamite3D.RealIvy.IvyParameters ivyParameters, Dynamite3D.RealIvy.RTIvyContainer rtIvyContainer, UnityEngine.GameObject ivyGO, Dynamite3D.RealIvy.RTMeshData[] leavesMeshesByChosenLeaf) [0x00000] in <00000000000000000000000000000000>:0
    4.   at Dynamite3D.RealIvy.RTIvyContainer.Initialize (Dynamite3D.RealIvy.IvyContainer ivyContainer, Dynamite3D.RealIvy.IvyParameters ivyParameters, UnityEngine.GameObject ivyGO, Dynamite3D.RealIvy.RTMeshData[] leavesMeshesByChosenLeaf, UnityEngine.Vector3 firstVertexVector) [0x00000] in <00000000000000000000000000000000>:0
    5.   at Dynamite3D.RealIvy.RTIvy.Init (Dynamite3D.RealIvy.IvyContainer ivyContainer, Dynamite3D.RealIvy.IvyParameters ivyParameters) [0x00000] in <00000000000000000000000000000000>:0
    6.   at Dynamite3D.RealIvy.RuntimeBakedIvy.Init (Dynamite3D.RealIvy.IvyContainer ivyContainer, Dynamite3D.RealIvy.IvyParameters ivyParameters) [0x00000] in <00000000000000000000000000000000>:0
    7.   at Dynamite3D.RealIvy.RuntimeBakedIvy.InitIvy (Dynamite3D.RealIvy.RuntimeGrowthParameters growthParameters, Dynamite3D.RealIvy.IvyContainer ivyContainer, Dynamite3D.RealIvy.IvyParameters ivyParameters) [0x00000] in <00000000000000000000000000000000>:0
    8.   at Dynamite3D.RealIvy.IvyController.StartGrowth () [0x00000] in <00000000000000000000000000000000>:0
    9.   at IvyTest.OnGrowMeshIvyClicked () [0x00000] in <00000000000000000000000000000000>:0
    10.   at UnityEngine.Events.UnityAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0
    I had previously some issues when testing in editor with mesh which didn´t have vertex colors, so we added that to the mesh and error dissapeared. So my question is ... what are requirements for a custom leaf mesh ?
     
  7. Dynamite3D

    Dynamite3D

    Joined:
    Oct 26, 2016
    Posts:
    101
    Hello Ziggy47,
    I just realised in the documentation there's no mention to vertex colors regarding the custom leaves meshes, I'm sorry.

    Normally the custom mesh just needs normals, uvs and vertex colors to work.
    Maybe yours lack some of the data?

    You can contact me in 3dynamite.unity@gmail.com to further assistance. Maybe I could have a look to your mesh.

    Cheers!
     
  8. Ziggy47

    Ziggy47

    Joined:
    Aug 4, 2021
    Posts:
    4
    Thank you for your response, adding the vertex colors solved the issue, however what are the vertex colors for ?
    More importantly we now have trouble positioning the baked ivy. Parts of our scene are moving and in those parts baked mesh is not positioned correctly. (It is in editor but gets mispositioned when we enter playmode) Can this be fixed ? I wrote an email to you about this, I hope it didn't fell into spam.

    Cheers!
     
  9. koirat

    koirat

    Joined:
    Jul 7, 2012
    Posts:
    2,009
  10. koirat

    koirat

    Joined:
    Jul 7, 2012
    Posts:
    2,009
    I have yet another questions, can we somehow speedup the growth of ivy (in editor) instead of current slow growth ?

    Also after I press Start Growth ivy is growing but after some time it stops, what controls how big the Ivy will be ?
     
    Last edited: Nov 20, 2021
  11. Dynamite3D

    Dynamite3D

    Joined:
    Oct 26, 2016
    Posts:
    101
    Hello Koirat.

    Motion of leaves are done in the shader. If you create your own shader you need to add movement yourself to your new shader. If you already did it and it doesn't work, I think is more a problem of the render pipeline or the shader rather than the mesh. But feel free to share more details if you want.

    About speed-up the growth of the ivy in editor, there's no such an option. I'm sorry.
     
  12. koirat

    koirat

    Joined:
    Jul 7, 2012
    Posts:
    2,009
    Would you mind guiding me to the place in source where the growing occurs. I might modify it a little for my needs.
     
  13. Dynamite3D

    Dynamite3D

    Joined:
    Oct 26, 2016
    Posts:
    101
    Hi!
    The method
    public void Update()
    in the file
    RealIvyWindowController.cs
    at
    line 145
    is the one who controls the growth. I think you could make a for loop and call it as many times as you want.

    Cheers!
     
    koirat likes this.