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Unity tree scaling help

Discussion in 'Editor & General Support' started by mattcscz, Aug 9, 2012.

  1. mattcscz

    mattcscz

    Joined:
    Mar 7, 2010
    Posts:
    411
    Hi guys,

    I've been playing around with the Unity tree creator (Don't shoot me) and I wanted to paint some on the terrain, however they aren't large enough. I've tried changing the tree scale (width, height) in the options, however it only goes up to 200.

    I would manually place the trees scaled up, however the LOD system won't kick in like it will if you paint them with the terrain brush, so what I tried was scaling up the tree, then replace the prefab/object with the scaled one, yet the terrain won't pick up it's scaled.

    I would change the import scale, but as it's made with unity's tree generator it doesn't have this property.

    I'm thinking it may be linked to the polygon size of the terrain? making a maximum size per grid?

    Thanks guys!
     
  2. jc_lvngstn

    jc_lvngstn

    Joined:
    Jul 19, 2006
    Posts:
    1,508
    You're probably going to have to increase the size of the tree trunk, leaves, etc using the tree generator. You can increase the trunk radius and length, etc. Will this work for you?
    And yeah...it would be nice if the slider would go higher :)

    Another option is, if you wanted to increase the size of ALL trees, you could write a script that would do what you want. But it would affect all trees, not just certain ones. Unless you coded it to accept certain ones :)
     
  3. vfxjex

    vfxjex

    Joined:
    Jun 3, 2013
    Posts:
    93
    I agree with jc_lvngstn, i cannot found a way where you can scale procedural trees in terrain uniformly using transform scale.
    One way is to adjust each part individually. So go to your tree prefab and make sure to convert to procedural group.
    How I wish they can make a setting where you can easily change the scale uniformly.
     
  4. mattcscz

    mattcscz

    Joined:
    Mar 7, 2010
    Posts:
    411
    I am using Speed tree now, so it's easily avoided, but thanks for the info =)