Book of the Dead: Environment

Book of the Dead: Environment

We are delighted to finally be able to share the Book of the Dead: Environment package. The package contains an extended version of the environment that is shown in our Book of the Dead trailer.

The package can be downloaded here.
You can learn more about Book of the Dead and follow the making-of articles here.

This thread is intended as the official place to discuss the content or get help with the package.

Frequently Asked Questions:

Q: Can we use this content in commercial projects?

A: Yes! Please do. As much as you like. Some components have custom licensing, but these are very permissive licenses (see ThirdPartyNotices.txt for details). Everything else is governed by the non-restrictive asset Unity Asset Store End User License Agreement; this includes the excellent content graciously provided by Quixel.

Q: The downloaded package fails to import with the error message "Couldn’t decompress package", help!

A: There are several issues that could be the cause of this error message, but a fairly common cause for Windows users is the following:

HDRP contains some really long path names that can cause the package to not import properly into projects located in deep folder hierarchies. If you encounter this error message while importing the package, please try moving the project you’re importing into closer to the root of your drive and import the package again.

Q: Does the package work on macOS?

A: Yes. However HDRP only officially supports High Sierra.

Q: Can I run the package on OpenGL / GLCore / GLES?

A: Sorry, the OGL APIs are not supported by HDRP.

Q: I’m seeing compilation errors after importing the package. What gives?

A: Please make sure you import the package into an empty project (use ‘3D’ template when creating the project), and that you are using the indicated Unity version - currently 2018.2b9 or more recent. Note that the package comes with a customized version of HDRP embedded, it should not be imported into a project created using the ‘HDRP’ template - doing so will result in compilation errors.

Q: I don’t want to import into an empty project. Why can’t I import directly into my current project?

A: Let the record show that we strongly recommend importing into an empty project. But if you insist, here are some tips that might help…

First things first: please make sure you have made a backup of the project you intend to mess with. Also, please keep in mind that since this is a full project package, all your project settings will be stomped by the import. Some of these project settings are required for the package to work as intended thus skipping them is not advised.

Before trying to import the package into an existing project, it is important to ensure that the project’s manifest does not contain any dependencies that might conflict with the packages embedded in the BotD:E package. These packages are com.unity.postprocessing, com.unity.render-pipelines.core, com.unity.render-pipelines.high-definition and com.unity.probuilder.

Q: Can I run this in VR?

A: HDRP does not yet support stereo rendering.

13 Likes

Hi. I would like to ask you if you plan to publish documentation on the realization of this demo, especially on the use of the occlussion probes. I have been reading the development journals that you have published but they are mainly about artistic topics and very superficially about the subject of my question. Thank you.

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Totally amazing work there!

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Hi,

Are the assets in folder “Quixel” → “Forest-quixel” possible to distribute with our assets or are with different license than the rest of Unity created items in the project ?

Thank you in advance for any clarification

hi,
Unity 2018.2.0b8 Open the error ,abnormal display.

Assets/_LocalPackages/botd.com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs(937,47): error CS0117: UnityEngine.Experimental.Rendering.CullFlag' does not contain a definition for NeedsReflectionProbes’

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Hi, the project requires beta9 to work correctly.

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thx ! Let me try it.

The Quixel assets in this package are governed by the standard Unity Asset Store End User License Agreement. Only some of the code components have custom licensing (but those are very permissive licenses).

can we use parts of this in our own commercial project?

2 Likes

Yes. All of it. Look in ThirdPartyNotices.txt for licensing related to some of the code components. Everything else is governed by the Unity Asset Store End User License Agreement.

3 Likes

hi
What plug-in is used to output HD video?

Hello chenbo1987, I believe this is what you were looking for http://u3d.as/SQU
Have a nice day. :slight_smile:

How is Unity Companion License for sharing the code in github? I’m mainly asking if I can push BOTD SRP and PP changes into public github fork (forked from https://github.com/Unity-Technologies/ScriptableRenderPipeline )?

I’ve already applied BOTD changes for local versions of PP (2.0.7) and SRP (2.0.0), mainly to learn what they did for BOTD versions of these libs. If these are allowed publicly in github, people could maintain custom versions with these changes with upcoming SRP improvements.

Why “Hapki” plugin was needed in order to build the Player Controller?
Hapki.dll
Hapki.Interpolation.dll
Hapki.Solvers.dll
Hapki.Spatial.dll

Hello!

First of all, thank you for amazing work!
I just checked demo and it is beautiful.

Can you answer few questions about terrain?

  1. I disable all props to look at terrain and I saw that squares sometimes appeared and disappeared when I moved around a scene. Look at image in attach.
  2. How did you create layers in terrains and in terrain materials?

Hi !

  1. For the patches of terrain disappearing, do you have the occlusion culling window active by any chance ?
  2. We made the hdrp layered shader work with the legacy terrain but it’s a little bit hacked in in this project. A proper solution for that is in the making. But in the meantime in this project :
    Look at the terrain material applied on the terrain, all the layers are setup in there. The texture layers in the terrain object properties are actually not used by the material, we just needed 4 of those with any texture to be able to paint the different layers on the terrain.
    I don’t know if it is clear enough. I can make clearer explanations when I will be back from Unite tomorrow. In one word, look for the terrain material, it’s all in there.

What techniques or assets do people recommend to best easily reduce the polys and file sizes of these assets?

These are only some tiny convenience scripts, public domain here: https://github.com/Hapki/HapkiLibs

Impressive project … work very smooth in my not younger pc, unfortunately DepthOfFieldAutoFocus is not compatible with dx11 :(.

Hello.
This Project is amazing , but I ran into a problem.
I did everything by the instructions and the project works fine. But when trying to create a new terrain it’s pink an I didn’t find a way to get rid of that.
Any ideas how to fix that?

1 Like