New Worldbuilding Update (Q3 2024) Info Revealed at Unite

Do you have plans to provide for those who don’t use SpeedTree a block shader/shader graph for wind simulation? Book of the dead had a great vertex anim wind I’m hoping to have something similar built in new environment system.

The different blending options sound like they will help.

We are working on an RTS game where you end up looking at a mostly flat terrain, punctuated by cliffs, at different zoom levels / angles.

Traditional RTS and RPG games often had hand-textured levels with interesting details added. Obviously, mega texturing is a very different workflow from texture blending. It has the potential to give the artist total control and allow better utilization of external tools. For some types of games that level of control is worth it. The prevalence of SSDs probably also make it more appealing.

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@TheOtherMonarch

You make a very good point.
If a game has a very specific hand crafted look they are after it would be difficult to achieve with blending a bunch of small textures.

Let me bring this to the team to discuss.

Thank you.

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Hi @logicalerror

I am currently working on a setup for Revit (a BIM program for building design), this setup allows you to use CGAL as a separate program to perform Boolean operations on Mesh with non-GPL programs.

Maybe when it’s ready and I’ll add a port of it for Unity, that’ll be what you need.

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@Onigiri , we are definitely planning to have a wind system and it’s pretty high priority but we can’t speak to exactly when it will land. We’re still working through the technical approach and plans. We do want to integrate Shader Graph for certain.

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These are very exciting developments and we’re thrilled that you’re working on these things. We use Microverse/Microsplat along with the Unity terrain system today and everything you’re talking about on this roadmap is directly applicable to our daily work and it’s all relevant and exciting. I’m extremely pleased to see investment in this area. Please let the community know when beta testing becomes useful - we have a lot of scenarios to cover and give feedback on when you’re ready!

FYI - one of our focus areas is VR, mostly for Quest 3 and 3s. Please keep those platform targets in mind with these features, particularly around instanced rendering of vegetation and trees.

Can’t wait to see how all of this unfolds and a big thank you to the Unity teams working on this.

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well there’s already realtime csg and chisel,
which I’m the primary author for… I just would love something like this being a part of core unity instead of a third party solution

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That’s super nicely designed. The layer system in particular.

How do you handle normal blending? Any shader graph you can share?

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Is Raytracing fully supported in this new system?

@laurentlavigne , we cannot share the shader graph at this time but whenever we’re able to release or give open access to the new system, we would want to include this type of sample content to ensure anyone would be able to see the approach and build from it.

@Alejandro-Aguila , our goal is to have our system work with the default, supported, lighting and rendering systems for Unity upon its release. I can’t personally speak to our integration with raytracing at this time. I think this might be something we’d need to look into.

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@Claytonious , thank you for all the positive feedback!

As for VR and Quest support, we consider Unity’s platform reach to be one of its ‘super-powers’ and if what we make doesn’t support lower-powered devices, to me, we’ve missed the mark. I worked at a studio for 5 years (2017-2022) prior to joining Unity in 2022 and we used Unity to deploy to high end, tethered VR, but also to AR and tablets. It was a primary reason we stuck with Unity.

For the videos we shared for Unite, we felt it was really important to show our system running on Mobile to emphasize this. We are well aware that a Quest is significantly more difficult to hit performance since it’s rendering twice and requires high framerate but we accept the challenge!

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how about sphere/planet terrain?

The terrain system being just for authoring does have some benefits. If Unity could find a way to store the terrain information in the mesh. Then you can use whether streaming solution you want to stream the scene. That has a lot of value but kind of hand wavy as far as how Unity would be able to pull that off.

Otherwise, we are hoping that Unity streaming solution can work on mobile to high end PC within everyone’s frame budget. (In a sense that is what DOD is all about. Trying to get that data in as small of size as possible and packed in a size the CPU likes) Coming up with an api that will satisfy everyone is a tough task. At the very least being able to sample the terrain in chunks would be an improvement over the current system. Currently I use asset to do streaming, and I wait hours for it to bake the proxy meshes.

I know this should be a given, but considering the current terrain doesn’t support it - can we use custom mesh colliders i.e. for trees, rocks etc.?

I would be interested in knowing more about this as well. How will physics layers work? Will the mesh colliders be merged into a compound heightmap collider? What about destroyable trees.

@logicalerror
Don’t get me wrong, but the solutions you listed are not capable of performing Boolean operations even on primitive grids (when trying to cut a polygonal sphere into a couple dozen polygons from a cube, we get either a disgusting leaky grid, or an editor and Unity just crashes without Exception)

UPD_11.10.2024:

I’m sorry!

I confused your solution with the pb_CSG-based ProBuilder

When you say “next generational version of Unity” what versions are you referring to?

Most likely 7

@Ng0ns @TheOtherMonarch

At the moment the user picks some prefab you want to scatter (for example a tree), we convert that to entities and place it in the world based on the scattering layers.

So if you add some colliders in the prefab the idea is that they would survive this conversion and be available for physics or gameplay code.

Internally we have done examples of having the player chop down a tree.

That said, I suspect we may also need to have the option to either have a “merged tree collider” or at least some way to reduce the amount of colliders that are active in the world to reduce the performance cost. Not sure yet what we will all provide out of the box since there are many different games that want different things.

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@asiertroiti , @Thaina, I’ll state this again, we can’t currently comment on exactly when we will be able to give you hands on access yet or which specific release this will be tied to.

I will also restate, we originally hoped we wouldn’t reveal any of this until we had a fixed release schedule but I promise I will be providing quarterly updates and as soon as we can commit to a release schedule, I will post that here.

Sincere apologies on the lack of clarity.

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