[RELEASED] Terrain Anchors

Terrain Anchors is a simple, yet powerful editor extension. With it you can easily attach objects to terrains. While adjusting your height maps, the anchored objets will move with the terrain automatically. Additionally, you can slide attached objects along the terrain with the newly added custom scene manipulators.

Terrain Anchors is available on the Unity Asset Store for the insanely low price of just $5. Think of all the time this helpful little tool will save you. :slight_smile:

Fantastic asset! Great work.

Is it possible to dynamically set anchors during run-time? Say if a user goes into terraforming mode in a map editor the editor can assign anchors in the current view fustrum? Is it overly taxing on the system for runtime?

The anchors themselves can be setup to update during runtime via an “animated” boolean on the anchor component. There hasn’t been a lot of testing with this feature since we really haven’t had a need to do so in the game we are developing. Updating the anchors at runtime should be pretty light weight since we are not monitoring height changes but rather just updating the anchor via its offsets.

As for your question about dynamically adding anchors at run-time, for this we would probably need to expose the methods through our anchor component as static methods, because currently they are exposed via the editor class which isn’t accessible in the final builds(I think).

Finally to answer your question about applying anchors via the frustum, this is an interesting request. Ill have to dig around to see how this might be possible. If it’s doable, that would be a great feature to add in a future release.

If you do run into any issues please feel free to contact us and we will be sure to sort you out.

After further thought, it might make more sense to add the anchors to the objects you want to drive at runtime. Then enable/disable the component based on whether the object is visible to camera via OnBecameVisible/OnBecameInvisible. This way you can specify up front which objects you want to drive and not have to do any funky camera culling of the scene to add them at run time.

Been doing a little bit stress testing, and the good news is that there is no noticeable impact from the anchor if you choose to enable them at runtime.

I also want to mention that the anchors come with a custom manipulator that allows you to drag the objects along the terrain. While dragging, it will maintain their offsets which can be helpful for rearranging objects. I only mention this because this feature was added after the demo video was recorded. If there is enough interest in seeing this feature in action, I’m more than willing to record another video.

Wow, nice. Instant buy! :smile:

Quite useful, I must say. I’m sure that this will help many people.

When choosing child objects, and then adding anchor, it doesn’t work correctly. One of the objects get teleported far away, also anchors doesn’t work.

If we would some way use it to make every mis alligned object allign to terrains height, this tool would be very useful. Meaning that, in example we have created many trees, but while creating they are not alligned to terrain correctly. We create terrain anchors for all “with 0 y offset”, and this way all objects would be alligned to terrain. This can be an option in drop down menu as “allign to terrain and anchor”

So what happened? It seems to be removed from the Asset store!