I’ve mentioned these occasionally in relevant topics, but just to have a central location for your shopping convenience ;), here they are. They work with Unity free or Pro, Mac or Windows.
Stitchscape stitches any number of terrains together seamlessly and nearly instantly, even if they don’t match up closely. You can set the number of terrain pixels affected at the edges…use a small number for terrains that nearly match to begin with, and a larger number for terrains that don’t really match at all. Supports undo.
ObjReader loads arbitrary 3D models at runtime from a web page or hard drive, as long as they are in the .obj format. (Stand-alones only for hard drive files, web players and stand-alones can access web files.) Up to 4X faster than the Unity editor’s built-in .obj parser. Various options including combining all groups per .obj file into one or using them as separate meshes (can load huge .obj files that choke Unity’s importer because of having >65K vertices this way, as long as each group has <65K vertices), optionally generating tangents for use in bumpmap shaders, scaling and rotating meshes on import, etc. Works with Unity iPhone too.
It’s an editor script. Make a folder called Editor in your Assets folder (if you don’t already have one), put the Stitchscape script in the Editor folder, and you get a new Terrain menu item called Stitch…
And does StitchScape actually modify the terrains so they fit together seamlessly? As in, I get them stitched together in the editor but then in the game stream them in one at a time, will they be seamless still? If that makes any sense at all. :?
I just added UniFileBrowser, a cross-platform file browser (surprise!) written using OnGUI functions. Completely functional for loading and saving including keyboard navigation. This is the file browser I originally wrote for Fractscape, rewritten to be more betterer. You call it like this:
SendMessage("OpenFileWindow"); // or "SaveFileWindow"
And you have a function in your script like this:
function OpenFile (pathToFile : string) { // Or SaveFile
// do stuff with pathToFile here, which is the path+file the user selected
}
Various options like filtering by file extension, resizable window, etc., can of course be re-skinned, and used with JS, C#, or Boo. Full commented source code so you can modify it as you like. Even if you don’t have any particular need for a file browser, it can serve as a decent tutorial for using OnGUI and System.File.IO code to make something moderately complex.
i have to say the stitch script is well worth it it would have taken forever for me to build this and stitch the terrains perfectly but with this script i was able to make it in about a week with school and my inability to focus for more than 10 mins at a time.
with this i can stitch terrains together in like 2 seconds and spent more timme actualy building the game.
(NOTE: my virtual world is still a work in progress)
I would expect normal maps to come out wrong (inverted on one of the channels, maybe the green) on parts with mirrored UVs, because the tangents calculated wouldn’t fit the once expected by the normalmap. But only if this is in tangent space, obviously.
But great tools, Eric. The stiching tool I’m sure my company will buy in the future! I had already done it by hand when you uploaded it, sadly :?
You can pay in your local currency. The dollar amount is to let you know how much it is; you can use xe.com or whatever to convert. And, in fact, the majority of my sales are non-US; Unity has a very world-wide user base.