[NEW PATCH] uNature - GPU, Interactable Grass. Interactable Trees, MultiThreading and more!

Yes on the foliage manager window select in the generation mask the layers you want :slight_smile:

Haha yep :slight_smile:

after fiddling around I was able to get things going at last. However, I have noticed that there isn’t much culling going on like this one :

At the moment I am drawing like 300k polygons for the grass, which I think it can be lower… if better culling is implemented… humm

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Yep, that’s on the roadmap but basically the key issue with making the culling better is that the way uNature works is that it creates big chunks. I will add an option to reduce the size in order to get better culling :slight_smile:

How big are the chunks? Do they get frustrum culling?

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The patches try to be as big as they can (while staying under the mesh vertex limit) and yes they are :slight_smile:

Ok sorry for delay - here are the answers for the rest of the questions.

  1. Yes, you can paint on any surface really as long as it has a collider. (Again, its a 2d height map so you can’t draw mesh ontop of a mesh) But it will be changed when I get enough time in the army to work on the next uNature.

  2. Yes exactly :slight_smile: SetDetailLayer does it automagically for you. If you wan’t to do your own logic and get a faster method that works for your needs you can do it manually (following the source code)

3-4) Yes exactly. That would probably make the most sense. You can read the texture from the chunk and then assign it to the main scene chunk :slight_smile:

Hello, what is your Email?

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Hello,
eeproductionssupp@gmail.com

My issue is shown here.

Fixed it by re-adding the Unseeker script to the character itself not the parent.

Ran into another issue when I try to build.

[quote=“ElroyUnity, post:1928, topic: 625617, username:ElroyUnity”]
Hello,
eeproductionssupp@gmail.com
[/quote]Hey, bro why don’t you reply me in gmail?

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Not sure, can you send me your mail on PM?
I will filter my inbox

decsec512@gmail.com

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Yep, seen it now, it was in a different folder for some reason,
Will reply now :slight_smile:

Hey, EE Productions!

Everything works fine but it’s hard to control. Sometimes I can’t move around in the scene to paint grass properly unless i press play to do the trick. Grass flickering all the time sometimes it disappear I don’t know why

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Hey,
Regarding freeze of editor and flickering - both known bugs, will try to fix freezing this week and submit, regarding the flickering will look into it :slight_smile:

Bought the asset several months ago to test. Now I’m starting to work on it for real this time. Can’t wait until the bug’s fixed

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Will hopefully send you a fix today

About grass flickering during runtime… that’s the most annoying thing. But no rush, take your time. I can wait. Since the problem’s not yet fixed. I will work on other thing first for now

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Absolutely agree,
trying to get a fix asap :slight_smile:

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Ok guys a little update for both uConstruct and uNature -

As you have noticed updates went down during the past few months during to my military service but I plan to comeback big time.

For that - I need anyone who have used either one of the system to give some points that he would like to improve so I can make it all happen.

The first things that come to mind -

uNature:

  • better performance
  • less memory usage
  • reduce scene size
  • easier UI
  • ?More Features?

uConstruct:

  • better demo
  • fix some batching
  • improve sockets and snap points
  • improve performance, memory and the save&load system

I dont have an ETA about when it will be done but I promise to make sure it will be super good before releasing.

Elroy

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