Current Version (Asset Store): 1.4.2
Current Version (Beta): —
What is it?
Landscaper is a tool to procedurally place foliage onto a Unity terrain or any other surface. Designed to place convincing foliage over a large area quickly, Landscaper simulates foliage growth by planting an initial set of foliage instances, which then spawn children of their own, allowing forested areas to expand in a more natural fashion.
Landscaper allows you to create multiple species of foliage, from trees to bushes, and have full control over how each individual species grows and spreads. It can even be used to place non-foliage objects such as rocks.
Screenshots
Buy Landscaper on the Asset Store
Features
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Procedurally place foliage over a large area
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Forested areas appear natural as the simulation expands from an initial set of foliage instances
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Foliage is kept the correct distance apart based on collision & shade distance
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Each species can optionally be allowed to grow in the shade of other foliage to differentiate between trees and undergrowth/rocks
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Multiple configurable species with many settings including:
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Initial seed density
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Max seed travel distance
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Min/max children
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Collision & shade range
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Random scale variation
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Slope angle (min & max)
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Altitude (min & max)
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Terrain texture mask
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Optional per-generation override settings for scale & prefab used
Links
Asset Store
Email Support (please include your invoice number unless you’re asking pre-purchase questions)
Video Quick-Start Guide
Readme
FAQ
Changelog
Version Changes
1.3.4
- Masks can now be specified using a splatmap index instead of referencing a texture directly
- GameObject trees are now placed as prefab instances in the editor
1.3.3
- Fixed an issue preventing projects from being built
1.3.2
- The current scene will now correctly be marked as dirty after generating foliage
- There is now a “Simulate All” button which will simulate every Foliage Area to allow for multiple areas to affect the same terrain without being cleared
1.3.1
- [BREAKING CHANGE] The “Layer” property of the FoliageArea was previously being incorrectly saved as a LayerMask. Your layer value may have changed after the update
- Creating a new FoliageArea from the menu bar and changing properties on a FoliageArea should now correctly mark the scene as dirty, prompting you to save the scene when it is closed
- All properties of the FoliageArea component now correctly support undo/redo and all have tooltips
1.3.0
- FoliageArea now has an option to exclude specific layers. Excluded layers will block raycasts, preventing foliage from growing on or under objects in any of these layers
- Fixed an issue causing shade distance to sometimes not be taken into account
- Added options for handling Unity’s cap of 65,535 correctly-LODed terrain trees per-terrain
- Added a slider to control global density scale from the FoliageArea component
- Added a progress bar for generation inside the editor (NOTE: Editor simulation currently can’t run in the background any more)
- Runtime-placed terrain trees should now properly have their colliders applied
- Children of GameObjects placed by Landscaper should now have their layer set properly
1.2.0
- There is now an option to place a Foliage Area in the scene from the menu, under “GameObject > Landscaper > Foliage Area”
- Prefabs have been replaced with “Archetypes”, which group certain options
- Placement mode can now be chosen on a per-archetype basis, rather than for an entire species
- Archetypes have a scale range which is used to adjust the scale of foliage instances based on their generation. It’s no longer necessary to specify generation overrides to control scale
- Added a colour variation option to archetypes, allowing for foliage instances to be randomly darkened to add variation
- Generations now also use archetypes for increased control
- Generation overrides can be individually disabled. For example, if you wanted to override generation 1, but not generation 0
- Greatly improved usability when editing foliage species
- Each species can now consist of multiple prefabs which will be selected from at random
1.1.0
- Tree creator trees no longer appear black when placed as Terrain Trees
- Generation times are greatly reduced for larger terrains; FoliageAreas have a “MaxTileSize” which splits the area into multiple generation chunks for further improved performance.
- The FoliageArea inspector now has options for auto-fitting to the scene: All Geometry, Terrain, and Selection
- Foliage instances placed using the GameObject method are no longer hidden in the hierarchy and are instead parented to a new empty GameObject named “Landscaper Foliage”
- Placed foliage is no longer automatically cleared when the FoliageArea component is removed
- FoliageArea now has an optional layer mask to filter which surfaces instances can be planted on
- Species now have a list of terrain textures that they are allowed to grow on. If the list is empty, instances can grow anywhere. Has no effect when planting on non-terrain GameObjects
- Landscaper is now compatible with Unity 4.6.x, and possibly older versions as well
1.0.2
- Added instance count & generation time information to the FoliageArea inspector as well as an estimate for the maximum number of foliage instances that will be generated with the given settings
- Foliage placed using the GameObject placement mode can now optionally not conform to the normal of the surface they are planted on
1.0.1
- Foliage simulates ~50% faster. Very large areas will still take a while to generate foliage for
- Each species now has a PlacementMethod that can be switched between “GameObject” and “Terrain Tree”. Terrain trees slightly outperform GameObjects & consume less memory; GameObjects can have scripts applied (to allow for interactable foliage, for example)