TreesManagerSystem(TMS) is an easy solution for an enormous amount of interactable trees on your terrain!,
TMS can be used for both SP and MP!, we offer support for Bolt Engine,Photon, Forge and UNet and in the future we will add more!, the trees arent Photon Entities/ Bolt Entities etc, but normal GameObjects and we handle the synchorization manually to save bandwidth.
TMS is also well optimized and can easily hold more than 200k trees in a terrain.
If you have ANY questions/ concerns/ improvements or bugs please dont be shy to contact us.
Please Note: This Asset isnt just for multiplayer!, its based on SP, The MP are expansions to make your life easier with advanced syncing of trees networked. we currently offer support for Bolt Engine, Photon Networking, UNet and Forge.
Well documentated + 4 demo scenes ( Bolt Scene, Forge Scene, UNet scene, Photon Scene, SP and World Trees ).
Built-In support for BoltEngine, Photon, UNet and Forge( auth + not auth ).
Easy to use, optimized and clean code.
Can handle huge amount of trees and make them interactable ( includes a good demo script for tree cutting ).
Has several built in features like : Respawning trees, Returning trees to batched terrain tree if not being hit for several min, Converting GameObject trees into batched trees.
Responsive support.
AOI system that will only place colliders from a polling system around you instead of on all of the map ( save Physx issues ).
Have u ever had lags because all of your trees were placed as GameObjects ? well NO MORE!, the asset will batch them for you and make them interactable, Have AOI colliders and also easy network implemention!.
An Integer UniqueID for each tree to save bandwidth on the networking extensions.
The TreesManager will handle your gameplay accordingly if you are running an Auth server or an UnAuth server ( incase you are using the networking extension ).
A Pooling system so when the system generates colliders for the trees it will not reinstantiate and destroy every time ( very slow operations ).
Support for multiple terrains!, the asset will take all of the terrains in your scene and initiate the Area Of Interest on each one!.
Multi-Threaded - Almost nothing happens on unity thread!.
Convert AOI Feature - Instead of colliders, use actual trees! Allows you to have the graphics of prefab-trees with the power of activating scripts on the trees without the limitations of terrain trees!.
This is a fantastic tree manager solution, great support, easy to integrate, well optimized and 100% fully supported Bolt integration.
This system only takes a few simple steps to set up and only takes a few minutes. Really enjoyed using this product as a pre-release tester I highly recommend getting this asset if you want tree cutting solution for your game.
If you ever have a question he is fast to respond and willing to support you with any needs you have.
First of all thank you for your comment! i am happy you find this asset helpful.
The next networking library i am going to add will be “Photon” and its actually almost done.
i will be sending an approval request in the next several days. ( probably 2 - 3 ).
Better performance ( can handle 200k trees in less than 1 ms!, on a pretty bad processor )
Added authoritative support for Photon.
Replaced the Vector3 for Identification for float so that way alot of data will be saved.
Finally added world-objects support - have u ever had trees placed as Transforms instead of terrain trees and suffered big performance impacts? well NO MORE!, with this feature the Trees Manager will transform them all into batched terrain trees and will make them all interactable, networked and also increase your performance greatly!
Added more demo scenes ( for world trees, Photon ) and also updated documentation to include all the new features.
Also now the documentation is public for you guys to read through and look at the current feature list which is rapidly increasing!
Working on the next update, Next update will include support for unity 4.x and if you have any thing else you would like to see in it please dont be shy to tell us and we will gladly add it !
I grabbed this asset the other day, this asset is very powerful! I was able to get my scene working in few min, I did have a little issue with the negative axis of the terrain but he sorted this up really quick and sent me a fix!
The publisher is a nice guy, he is responds quickly and can even give you skype-personal support if you are having hard times.
Would recommend this asset and waiting for the next update, the world-terrains feature looks very interesting.
Absolutely !, The asset it self is set on SP on default, but i thought it would be nice to make an extension for people who want to have ready to use networking solution for their trees.
So yea! it does support SP, bolt and photon (and all the rest that will be added in the future) are just extensions :).
Better performance ( can easily handle 200k trees in less than 1 ms!, on a pretty bad processor )
Added authoritative support for Photon.
Replaced the Vector3 for Identification for float so that way alot of data will be saved.
Finally added world-objects support - have u ever had trees placed as Transforms instead of terrain trees and suffered big performance impacts? well NO MORE!, with this feature the Trees Manager will transform them all into batched terrain trees and will make them all interactable, networked and also increase your performance greatly!
Added more demo scenes ( for world trees, Photon ) and also updated documentation to include all the new features.
Next Update plans: (V1.2)
Support for trees that their position is on the negative axis - DONE.
Replace UID for more accurate UniqueID and make it Int instead of float - DONE
Add Support for multiple terrains on 1 scene - DONE
Replace bolt late-joiners syncing with streamingBytes instead of using events - DONE
Update documentation - DONE
Create a new poll system
If you have anything you would like to see in the next version please email us to the support email and we will be sure to add it into the next update/s.
Yes i am fully aware of it as of now
the UID fix is already in the next version and queued for approval. i also added some more cool features i will write on tommorow. i also made UID an integer instead of a float to save bandwidth and replaced the whole synchorization method into streaming instead of events ( for bolt atleast. )