Hello, this asset looks interesting.
Does it completely break when using HDRP, or is it a simple matter of letting Unity automatically upgrade the materials?
Hello, I just bought the package but I don’t understand how to use it. I can’t find anything in the documentation on how to use the package. I have added a Canvas and added the LoadItem and SelectionItem but there’s nothing happening when I click on the Load button and there’s nothing showing in the SelectionItem panel. Is there a tutorial somewhere?
Hi, thanks for checking in.
Have you checked the demo scene? I built the demo scene as an implementation example for the whole editor idea, involving Terrain, Input handling(Command pattern - undo redo), Serialization and UI components. This is why the documentation only goes over the scene hierarchy and components.
You should follow along the entry point script ApplicationStart.cs and get a pretty fair idea of how the system works, almost a like a summary. It’ll initilialize the controllers and view components.
I know that some programming knowledge required to walkthrough the concept but I tried my best to keep the project as simple and minimal.
I can’t guide you without looking your code but maybe you can share your progress on discord.
Well, apparently my discord link on the asset store page was broken, I submitted the new link to the page, so it’ll be updated in a couple of day. Here is the new link.
I’ve got the demo scene working. Is it possible to use an already existing terrain instead of starting from an empty one? I have a terrain with heights, textures, details and trees and would like to use your tools to modify it but the modifications I’ve made to your scripts have not made it possible. I tried using the ‘OnSave’ routine from viewController in the ApplicationStart script but it only gave me errors. I made the ‘OnSave’ routine public and added this line after ‘Application.targetFrameRate = 60;’ in ApplicationStart:
viewController.OnSave();
It works but then I get errors and can’t do anything in Play mode.
Here you see, you are trying to call that method before any initialization. If you must use it here in Start method, you should do any modification after line 26.
Hi… I am also trying to continue on an existing terrain, I got that to work …but when it save and loads it resizes the terrain to 1024x1024m not the original size
I would love an example on how to implement in an existing scene, with a terrain that already exists there… I actually need to load the terrain at runtime from a Dem file (I use another tool for that), but would like to be able to edit in runtime… And it is not the mousepointer that does the edit, but a gameobject for instance a sphere…
Sorry for misunderstanding but like I mentioned above, there is no plug and play solution for existing terrains. It’s possible but you might need to modify the code for your needs.
Edit: I will clearly mention on store page about this issue. I might add this as a feature in future but before that I need to try and figure out a way. So please don’t expect a update soon
Also there is a big update coming, most asked and requested feature, multiple terrain support is completed! I’ve been testing and refactoring the modify code for couple of months and I feel like it’s ready.
I need to make a new trailer video to showcase new features and I need a new documentation before release.
Here is a little teaser: 5x5 terrain patches, each size 128 and modified in runtime.
Hello, I think this asset is exactly what I want.
I wonder is it possible to replace the tree with my own prefabs and is there a way to add new objects like stone to this tool?