TOZ Planet Renderer - Gamekit for generating procedural LOD Planet and Solar Systems

On why people use floating point origin. Aside from world streaming, or doubles instead of floats which is hacky to do in Unity but I found a proof of concept - it was the only way discussed to do space games that had immersion. I get the space gate idea, or even doing a load async during a FTL drive fx. I think the thing is doing it well is perhaps harder than doing floating point origin, it seems easier to let the engine/framework do the work than to do it by hand. Also procedural generation plays a roll. Again, I think many of us doing floating point now only do so because we haven’t seen your way. I have considered world streaming but again a lot of work, esp. in early stages.

Unity 5.6 assets don’t import to 4.x I’m afraid. I was just hoping you still had your original asset package available. Generally unless the asset is submitted for the specific Unity version, downgrading leaves holes in the scenes like transforms with no names or meshes, or unhooked up prefabs because Unity changes stuff like how prefabs work so they don’t backport.

My package calculates all planet related maths on object space, no double precision needed. In the demo, the solar system fits inside 15.000 units, lighting is the only problem and i have a little hack to overcome shadow flickering issues.
Asteroid fields also calculate in object space, no need for double precision.
What matters is, there is a _WorldScale constant which every object takes in account and everything scales automatically to fit in your visual space.

Finally, if you still want to use floating origin thing, my package has ordinary transforms and you can move them around with your already written floating origin code.

The package takes advantage of newer Unity version features, no 4.x version available.

Next update brings proper clouds!!

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Still working on the new update with;

  • Proper clouds
  • Better water shader with proper shore lines, Ice on polars and refraction changes on tropics to polars.
  • Better Atmosphere shader and mesh.
  • Package is now 90% procedural in generation

50% discount is still on until 15th of September!!

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Here is a short video for the upcoming v1.4 update features.

Finally improved the water shader to desired level which will be in the next update.
A variation of this water shader(s) also which work on mobile can be found in TOZ Water Shaders with additional flowmap support.

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Here is some progress on the 1.4 update.

  • Optimised the lod calculations and tidied up code to be readable further more.
  • Changed some meaningless variable names to be meaningfull.
  • Improved custom editors for assets.
  • Optimised the water shaders to gain extra speed and now added support for realtime reflections
  • Optimised and improved the atmosphere effect and gained alot of extra speed
  • Planet atmosphere now has more options to adjust atmospheric thickness and most dense point, sun size and blur.
  • Made a better sun flare.
  • Planet station positioning is now completely procedural and depends on the seed value and also is now pixel perfect.
  • Planet stations are now sort of celestial objects, and have a custom monobehaviour to add logic.
  • Planet stations can now trigger events when player or something else is in vicinity.
  • etc.

Here is a video that shows the HUD for station/celestial positions.

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Few photos of the current state of the upcoming update. Will submit it in a week.

Additionally improved the lod calculations and now has double frame rates than before. New update brings a price increase, so if you are planning to buy it, now is the time.

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Further photos

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New progress on 1.4 update.

  • Wildlife population and simple entities using simple ai without physics will be on this update.

Here is a video of the initial slightly buggy version

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Progress on wildlife

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Final touches before i submit the 1.4 update, here is some improvement on the water shaders to have caustics and some dirty particles when underwater, as well as a simple effect to wiggle screen while underwater.

Caustics are visible when the depth is between 0 to 3m depth(adjustable) and animated obviously.

This will also be included in TOZ Water Shaders

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Final video before i submit v1.4.

Video shows a total population of 200.000.000 on 3 planets with wildlife.

Thank you very much for the discount.
I wish you a Merry Christmas and a Happy New Year!

Happy new year to you too.
i can use an honest review on the asset if you buy it.

Just did and wrote you a review.

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I want to test your water shader asset out. How? The demo url is broken. I need a light weight water system for a low poly mobile game. Can my player walk in the water or any underwater rendering? And any simple buoyancy?

Hey @aubergine a few quick questions -

On the topic of the third person controller

  1. Will the gravity component assuming it is separate and works with other controllers?

I am using the Unity XR Interaction toolkit which includes its own character controller and I need that to stick to the surface of the planet.

  1. Is there any closed spline based or path based system for quickly laying out realistic solar orbits? If not are there plans for one?

  2. On the topic of wildlife - Is there any integrations with any 3rd party AI tools? Such as Emerald AI for example.

  3. What is frame rate like using your asset? I need to get at least 90 fps for a VR Game. :slight_smile:

Either way I am ready to buy this asset. I just need to know these quick questions. :slight_smile:

I havent released the v1.4 yet, as there was a lack of interest (sales were much lower than expected) and i kind of lost interest. But now im working on it again. And the features you need are in it.

1-There is no gravity component, there are PlayerBase and WildlifeBase classes which only calculate the orientations to the gravitational direction of the planet, the ground normal, ground height, ground steepness(at the current position of the elements)…etc

The rest is just a regular controller, with one additional line to include gravitational rotation into account before moving the character.

2-There is a fully grown and very elegant spline class included, which i use to generate asteroid fields in the demo, but you can use it for anything else. Actually it is a very solid thing that i could sell seperately but it is included here for free. Spline is saveable. So, you can generate one both in game or in editor for speed purposes.

3-Wildlife at its current stage is very beta. In the video above there is nearly 200.000.000 population in both 3 planets in the same scene and all they can do is orient to gravity and walk towards a random direction at a defined speed after their binded patch lod becomes visible to player. No character controllers or anything. But in the code there are variable waypoints and could write a simple script to follow those however this will impact the population numbers.

I dont know anything about emerald ai, but i already included pathfinding and finite state machine as seperate modules (check the very first post in this thread) which means i am planning to support artificial intelligence my self. However, if you get the source code for emerald ai when you buy it, you can offcourse do it yourself as well.
Or, you can ask the owner of emerald ai to get my developer version and he can include it himself.

4-Frame rate is a variable term for such a package, you can get 1000fps with a simple planet and less population, or you can get 60fps with a full blown solar system, or you can explode your computer literally with the milkyway. Its up to you. I just provide the best possible LOD for such scale and it has limits.

Finally, i am here to help. I want people to make nice games with my packages, and my packages are generic ones, so any customer is liable to get customization of the package for their specific needs(reasonable ones).

But this requires much more work on your side than mine, i wont make your game for you. This requires advanced coding skills on your side.

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If you mean the TOZ Water Shaders package, it is designed to work on mobile, low end and high end computers. I should fix the demo as soon as possible. But the video in the forum post is self explanatory i guess. Player can go inside water and there will be underwater rendering. No buoyancy though, it is a matter of character controller not water shader. I am also about to update that package with underwater caustics.