After two and a half months of hard work, I have finished my Mossy Forest Environment Pack. Included are many high-quality assets, such as rocks, trees, and plants, as well as a highly detailed example scene.
Optimization can be improved by using non-tessellated shaders, halving texture res (most textures are 4K by default), and switching to forward rendering and removing all lights except for the main directional. And of course, you will get a massive performance boost by designing your scenes with fewer objects.
I’m using Post-Processing Stack v2, but if you are using the prefabs in an actual production environment, I recommend you find a replacement for the SSAO and possibly the antialiasing.
If you have the time, take a look and leave feedback. If you decide to purchase, please give an honest review. I plan on making more environments in the future and would like to do as good a job as I can.
Looks very good and very high quality but it does seem a bit pricey. Do you have a downloadable demo where we can just walk around in it? I would like to see the quality in game.
I guess my store description wasn’t clear enough. The pack includes 60 prefabs, the list included is incomplete and says “plus more!” at the end. I wrote it this way because the actual list is quite long (it’s included in the documentation, you can find the link in the description). If it’s that unclear, though, I can change it.
At $1.5 per prefab, that brings the overall price to $90, which is what I had it set to originally but then reduced it to $75.
@cfantauzzo , it was clear, but would be nice to see a full list. I usually scan asset packs really fast, one by one, looking for specific prefabs needed, which explains how I missed it. That sounds like a good deal
Optimization can be improved by using non-tessellated shaders, halving texture res (most textures are 4K by default), and switching to forward rendering and removing all lights except for the main directional. And of course, you will get a massive performance boost by designing your scenes with fewer objects.
I’m using Post-Processing Stack v2, but if you are using the prefabs in an actual production environment, I recommend you find a replacement for the SSAO and possibly the antialiasing.
I’m in unity 5.6.4p2 and I downloaded the project from the asset store after purchase and now I’m getting this error when trying to import.
Failed to import package with error: Couldn’t decompress package
UnityEditor.Web.JSProxyMgr:smile:oTasks()
Whats going on here I need to be able to open this in 5.6.4 and package says it was submitted in 5.3 so I should be good and it wouldn’t of let me purchase if it wasn’t compatible.
I’m very sorry about this. I’m not sure why the asset store is serving an incomplete download of the 5.6 package. PM me your invoice number and I will send you a link to download a version of the package that I know for sure works in 5.6.
Could you check the file size of the package you downloaded with 5.6? I believe it’s under AppData\Roaming\Unity\Asset Store-5.x\cdmpants\3D ModelsEnvironments by default (on Windows). I suspect the Asset Store is not downloading the full unitypackage, which leads to the failed import. It should be about 1.3-1.4 GB in size.
Tried downloading and deleting 3 times in 5.6.4p2 still the same error everytime. The asset store shows the size is 816.4MB’s as well as when it downloads thats the size it is. So maybe check there and see what is uploaded maybe didn’t go thru all the way? Anyway I sent you my invoice so when you can a link to download would be greatly appreciated until this gets sorted out. Thanks.
I sent you a PM with a download link to the 5.6 package. I will still try to resolve the issue through the asset store, but this should do the job for now.
The asset store should only be showing the size as 816.4 MB after downloading. According to my Publisher tools, both packages are uploaded in full (1.3 GB) and the full file size is also displayed on the asset page. This is a strange issue but hopefully a simple reupload will resolve it.
Is there anyway to get the trees to not use the MFEP shaders but just use standard shaders. Seems like when I switch to a standard shader the UV mapping was not made to work like this. Can we get trees with seperate materials so it works correctly without the need for the MFEP shaders.
Based on how the trees are designed to work, this would be difficult to accomplish. Each tree model uses two UV sets: primary UVs that allow for custom, unique texturing on the trunk, and secondary UVs that allow for tiled bark textures along the upper branches.
Could you tell me what it is you’re trying to do and why you don’t want to use the MFEP shaders? That may help me find a solution.
I was getting an error regardling the lighting data was incompatible with this version of Unity. I was using Unity 2017.3 so Im going to download 2017.1 and see if I get the same error. You may want to look into this though so your sample scene doesnt break on any version of Unity after 2017.1
It claimed I just had to re generate lighting but after doing so it didnt fix it.
Update: Just tried a fresh 2017.1 project and after importing I didnt get an error but the test scene was not lit. I presume you baked some nice lights in which Id like to use. Any idea why the scene is loading without global illumination?
Lighting cache data is local to each user’s computer, which means you have to recalculate the lighting in the Lighting tab, no matter which version of Unity you’re using.
Also, make sure you’re using Linear color space and not Gamma (Edit>Project Settings>Player>Other Settings>Color Space). This won’t fix the lighting issues you’re talking about but will ensure the scene is displayed as intended.