The Secret to Great Terrain on Mobile

Hi can you tell me the size of your terrain like width and height of the terrain .I’M trying to create biomes with 4 terrain tile each 1k size terrain with 257 heightmap resolution so it count 2k size terrain for all biome together and it’s help to maintain fps .but I’m having problem with terrain height. Can you guide me in the right direction .thank you.

@protopop , your work is absolutely amazing!

I’m curious whether you’ve gotten into VR development (particularly “mobile VR”, i.e. Oculus Go) yet. Given what you were able to achieve on an iPhone 4s, I’d think your techniques would work there too — and they would blow away any other game I’ve seen on that platform.

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Looking for VR terrain optimisation tips from this also, would be curious to see any works on this

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Hi can you tell me what exact asset for trees and grass you are using in your game. I’m trouble finding conifer tree for mobile. Thank you. And for grass are they meshes or grass textures?

I can’t remember but I think it was something by Dexsoft - they have assets on the asset store - and the grass is textures

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Thank you. Because I’m not able to find conifer or pine for mobile. I will look in Dex soft.
What dynamic sky? you do use. And microsplat performance? I read your post in microsplat forum for android.

If you are talking about the initial screenshots in this thread.
I believe they are from this Asset - https://assetstore.unity.com/packages/3d/environments/nature-pack-mobile-12028

If not, they look pretty close!

Good luck

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thank you. :slight_smile:

@protopop
I keep coming back to this thread for tips on how to optimise for mobile. I hope one day to achieve what you’ve done with Nimian Legends (gorgeous btw!). I’ve tried on a AR bubble popping game of mine but feel like I always have to scale back for performance reasons… Anywho, I’ve had Brightridge on Iphone and Android for some time and just picked up Vandjels. I find it inspirational! :slight_smile: My mind is still boggled at how you’ve created such epic stuff on mobile! Honestly, if anyone wants to see what is really possible with mobile you should check them out! Thanks again for the tips!

This is an outstanding guide for optimizing your projects for mobile.
https://developer.arm.com/docs/100140/latest

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@protopop hi there. Hope you are doing good in this pandemic. I’ve always been a fan of your game ‘Nimian legends’ . So do you further improve the game ? Learned some other method to optimize? Well I want to know if you ever tried to use RTP shader on terrain? I know it’s heavy but it will work with terrain mesh where microsplat doesn’t support it natively.

Also what do you think ? Streaming terrain tiles is better or streaming mesh terrain would be a better option?
Good luck. Take care

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I haven’t used mesh terrains because I like the benefits that unity terrain goes us - grass, trees, easy modelling etc. To me a mesh terrain feels more like a frozen in space asset, while unity terrain feels more like clay - something you can mold:)

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Microsplat supports mesh terrains fine with its mesh terrain module. https://assetstore.unity.com/packages/tools/terrain/microsplat-mesh-terrains-157356

I agree with Protopop … I always use a terrain but for distance, I use meshes…when streaming. So for distance maps you want to use LP meshes, but for the rest use Unity terrain and stream it. with tiles.

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@protopop hi I played your new game wilderLess. It’s really awesome. I’ve been trying to use urp but couldn’t get it to work without bug. But I want to know if you use any of this asset plugins in your latest game. Microsplat? Map magic? I really love the way you give us the option to customize almost everything. How did you do that? Did you script all of the UI options ? Hope you are doing good. Thank you

Hello, i think finally found the forum i needed ahah.
I am a student in 3d modeling and with another student friend we are currently working on a exercise where we need to create a small scene in a forest (100m x 100m), so i am currently trying to optimize the scene since the scene must work on our mobile phones, i tried to use unity native terrain but i struggle a lot, i tried to bake lightmaps since we don’t need any realtime shadows (my directional is in bake only mode), i light my non-static objects thanks to lightprobes and they don’t cast any shadows, when i try to bake lightmaps all my grass get darker, i do things like this because i think it is how i can have the best optimization for mobile but i think this might not be the best thing to do, this is why i am asking you some recomandations for my exercise please.

I’m not an expert so I’ll let others chime in too. But you definitely want to convert your unity terrain into a mesh for mobile. For lighting it sounds like you would need to use mixed lighting and shadow mask mode to have both baked shadows for your static objects blending with real time shadows for your dynamic objects. grass is hard to lightmap so it might be better letting those use light probes as well even if they’re static.