A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
I'm sorry but I can't tell from this post, is there actually a grass / detail system currently in development for HDRP?
I've been looking at this error. The problem is the World to Local in Torch_Fire_VFX_01: [ATTACH] Removing it seems to fix the error.
I've been having some fun playing around with the DunGen implementation: [MEDIA] I'm curious to know if there are any future plans for the...
I looked into this issue a while back, check this post:...
I agree it would be helpful in my project too.
It still looks great when removed, just the grass in some places looks a bit strange with no dirt under it. The DunGen inegration is working...
I've been doing some comparisons with and with out the polybrush meshes and it looks so good with them. I also tested a new dungeon and there were...
Great new update, I'm currently testing the DunGen integration. Just a quick note the Polybrush package needs to be installed or some of the...
What size are your terrain resolution and size in the MapMagic settings? I find a resolution of 512 and size of 1000 works well when multiple...
The issue is that if you have Draw Instanced checked in the MapMagic Terrain Properties the shader gets stripped if there are no pinned terrains...
Will you be adding the ability to save the terrain data as part of MM2?
@jimmygladfelter even the graph is a work of art :) [ATTACH]
Do you mean each new grass always uses the first texture? You can use a prefab as a detail mesh, so make prefabs with your grass model and change...
I was referring to the Texture Blend Mode setting here (different version?), I think the equivalent setting you listed is Disable Height Blending....
It could be the Texture Blend Mode, try changing it to one of the other settings.
Yes, the current version of Aquas-Lite also uses world space UVs and I have got it working with that too. Aquas 2020 comes with a script that you...
If you use a water shader where the surface of the water uses world space UVs you can have a large water plane follow the camera x,z co-ordinates....
This tutorial is from MapMagic 1 but it should be easy enough to convert over to MapMagic 2. It shows how to use noise rather than a gradient for...
@Wright how do you save the terrain data in MM2? In MM1 there was a save option next to pin and lock, but I'm not seeing that in MM2.
MM2 allows stand alone terrains, after you pin a terrain in the hierarchy drag 'Main Terrain' out of the MapMagic object then delete the MapMagic...