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!