World Streamer 2

World Streamer 2 is a memory, assets streaming system. By using it you are able to stream whole your game from a disc in any axis and space or at least change background terrains into low poly mesh representation with trees. You are able to create endless space games, 2D platformers, 3rd person, or any kind of game you want without loading screens during player movement. You could also create endless looped world. In few clicks your game is ready to be loaded from your disc! Now your scenes are as big as you want, without any limits. You could work on local area and update world by 2 buttons. You could also separate your world into layers like: lighting, ai, geometry or even separate them into local areas. It’s perfect soluton for teams that work on the same area. World streamer is also useful for architectural presentation or in any application that you need to use as low memory as possible. With streaming you will reduce objects count in your scene. Thats will save your cpu,gpu power and you will only load them if they are necessary. Collider streaming give you ability to stream rooms and floors, only when player will hit room/floor area collider. You could build whole towns with interiors without performance hit. Ring streaming will replace your unity terrains by low poly meshes in far distance. Now you are able to stream your open world from disc in few clicks.

Asset Store Link: World Streamer 2
About World Streamer:

Features:

  • Low poly mesh generator from terrain and trees (from NatureManufacture trees or objects with cross or low pomy mesh as last LOD)
  • Sync between layers (objects can replace object during streaming)
  • Terrain split and managment tools
  • Floating point error fix system
  • Looped world system
  • Multi scene editing support
  • Unity 2019+ support
  • Multiple layers streaming
  • Support for multiple devs working at one area
  • Removes world size restrictions and slow down in unity editor at huge or extremely detailed scenes
  • Ring streaming (replacement of the objects according to the distance)
  • Collider hit streaming
  • Support for extremely big worlds
  • Easy automatic processes will save your development time
  • Few and clicks you can stream endless world
  • Work in any axis and space: 2d, 3d, vertical, horizontal
  • Reduce RAM,CPU,GPU,VRAM usage of your game
  • Reduce number of objects in your scene
  • Load your world in background (async loading)
  • Compatible with amplify, graphine and any other texture stream system
  • Loading screen system
  • LOD system for split terrains
  • Webplayer support
  • Occlusion Culling support (Unity 5.5+)
  • Innovative local area updater
  • Terrain culling system distance based on camera view
  • Compatible with terrain stitcher and multiple terrain brush
  • Unity navmesh support with floating point fix
  • Fully commented opensource code that will help you to work with World Streamer!
  • Compatible with: World Creator, Gaia, Terrain Composer, RTP, uConstruct, Gena, Curved World, Real World Terrain, Granite, Amplify Texture, Terrain Stitcher Multiple Terrain Brush, Terrain to Mesh, Most Asset Store Assets.

Tutorials:

Manual:
Dropbox file link.

Difference between WS 2 and WS1:

  • 1 streamer object to manage whole streaming and layers
  • better light setup manager per layer
  • layer sorting using folders not only prefix and names.
  • Low poly mesh generator from terrain and trees (from NatureManufacture trees or objects with cross or low pomy mesh as last LOD). It give huge performance boost and reduce drawcalls alot.
  • Sync between layers (objects can replace object during streaming)
  • Terrain split and managment tools
  • Town and foliage assets samples
  • Huge world demo scene
  • Mobile demo scene

Example game working on world streamer and our few other assets like R.A.M (links below):

Another example - MMO Game:

Cloud Point viewer example:

Change your terrain background into cheap low poly meshes:


Loop your world:

Mobile demo scene:

Visit us:
Facebook
Twitter
Our website - naturemanufacture.com
Discord - support

You could also look at our other packs:

Unity Tools:
River Auto Material 2019 - create fabalous river in few seconds, (ground textures included)
River Auto Material - create fabalous river in few seconds, (ground textures included)
Lava & Volcano Envrionment 2019- create fabalous lava enviro, volcano, river, cave.
Lava & Volcano Envrionment - create fabalous lava enviro, volcano, river, cave.
World Streamer - optimise your game, stream data and remove memory, cpu, gpu usage, create endless looped world. Reduce loading times.
World Streamer 2 - optimise your game, stream data and remove memory, cpu, gpu usage, create endless looped world. Reduce loading times
Terrain Stitcher Tools - connect multiple terrains, remove holes in 1 button click. Options will help you to handle any shape connections. Easy and fast border stitching.
Multiple Terrain Brush - work at multiple terrains as they become one, without any borders and holes

Terrain Shading:
CTS terrain shader 2019- AAA terrain render and textures made with Adam Goodrich, 1 pass (less drawcalls then unity terrain), snow,water auto cover. Totaly easy in use.
CTS terrain shader - AAA terrain render and textures made with Adam Goodrich, 1 pass (less drawcalls then unity terrain), snow,water auto cover. Totaly easy in use.

Environment:
Forest Environment - Dynamic Nature - huge library of trees, rocks, grass, branches, slopes, best artistic content winner at unity awards 2019.
Meadow Environment - Dynamic Nature - huge library of trees, rocks, grass, flowers
Mountain Tree Pack - Dynamic Nature - HQ optimised tree pack. Cheap in render and gives fabalous render result.
Ice World - ice shaders for water and models with huge ice textures library
PBR Graveyard Pack - really huge library of PBR cemetery sculpted and scanned models with foliage. You will find monastery, interiors, graveyards, nature, walls
Advanced Rock Pack - auto-covered rocks which you could easly blend with unity terrain. Big library of HQ ground textures included.
Advanced Foliage Pack - huge library of foliage (grass, roots, trunks) with ground textures. Vegetation studio supported.
Photo Scanned Park Assets - photoscanned and optimised park models like fountains, statues, bench, laterns, stairs and fences. Best LOD’s in the planet :smile:
Dynamic Nature Starter - library of rocks, trees ground textures and shaders which could be autcovered by snow at runtime.
Winter Mountains and Stamps - group of background mountains and stamps for gaia and new unity terrain 2018.3+
Realistic Grass Pack - pretty old grass (billboard) texture library
Realistic Tree Pack - pretty old big library of trees, optimised and cheap in render
Mountain Tree Pack - pretty old group of mountain trees, optimised and cheap in render.

Ground Textures:
Winter Ground Pack - library of winter ground textures like rocks, snow, paths , grass etc
Landscape Ground Pack - big library of ground/forest textures
Landscape Ground Pack 2- big library of ground textures

VR & FP Models:
VR Hands FP Arms - pack of hands and arms models with fabalous skin shader. Mobile and standalone versions.

2 Likes

Hi and congratulations on releasing World Streamer 2.
This is again a nice release and i think i like the generating of background terrains with trees best.

It’s not only for streaming, you can change background and reduce huge amount of batches by it. So you keep whole enviro around in cheap version with invisible difference:)
We will show this feature usage many times in future during creating big scenes:)

6269454--692262--Low poly meshes with trees for background terrains (3).jpg

We still have few things to jump, unity is full of traps in streaming.

2 Likes

As i wrote i have some question but also have to say that i saw your tutorial video and almost finished rerading your documentation. Maybe because english is not my main language and i do not read thrue the complete documentation i miss something here and there.

My first question is and i hope i understand it right, do i have the right documentation or do you still writing on it and we get a more complete version later. You mentioned a chapter 14 but that i do not find.
I am interested in wich other assets is supported or working with World Streamer 2 and get some tips or hints from you at that toppic.

So i use the complete set of the Micro Splat assets from Jason Booth and hope i can use it with WS2 also together with Aplify Textures 2 for textures that are not the landscape. Will this work and do you have informations on how or what limitations i have to think of?

Is it right that the grass is not backed into a low poly background terrain?
I understand that this will save many polys but sometimes the green color that the grass adds to the terrain is missing in the distance if the ground texture was more a soil one and then look for example broun and misleading in the distance.

Then i use World Machine to create my terrains and port them later to Unity where i will then finetune them like for examples create paths or flat places for a little town or so.
The first question here is how can i use WS2 if i export the terrain in tiles from World Machine for a normal sized terrain that Unity can handle?
Also how can i use and import more then one splat map for a terrain if i use for example 8 or 12 material colors in World Machine?
The final question for a World Machine and World Streamer2 worklow is how i can work with them together if i have real big terrains that Unity can not handle normaly. So for example 30 km x 30 km sized terrain (so 900 km²)?
Here i have to use tiles that i export so have to know how i do get them into Unity with WS2 and then how can i work with them in Unity, meaning how can i then place a town here and a street there or change something directly on a terrain. I think i mean the navigating with WS2 to reach each tile of the terrain to work on.

Then i would like to know how i can handle changes to the scenes that happened in a multiplayer or single game?
So i want to use Digger Pro so players can dig into the ground with a shovel. How i have to do it so that the change in the terrain i saved and another player who is comming to that terrain part can see the change in the terrain or in a single player game the hole in the ground is still there when i leaf the tile (unload it) and later come back to that tile?

My last multiquestion for today is, can i bake the background terrains in a running game when the player for example is building a little town on one place where before was nothing and will the baking also use Digger Pro information to bake them into the new ground?
If i can do it, how and when should i do it so the game is not stuttering everytime a bigger change should be baked?

I am sorry to come with so many questions but hope you can answer them.

1 Like

Hi, I’m following this asset for a long time (WS1), and now that WS2 released I would like to ask some questions to see if it fits my setup (since my game is in late development already) before going ahead and purchasing.

My setup:

The Game World is a big one and is created with MapMagic1 for terrain creation and ground textures (using CTS 2019), along with vegetation studio pro for any vegetation.

Questions:

  1. How the workflow will change? With MM1 tiles are generated/desabled on runtime in regard with player’s or game object’s position, will this be the case using WS2 or the whole map will be opened in advance and WS2 will take care of what enables/disables?

  2. Does it sound like it will work with my setup? Any conflicts with MM o VS Pro?

  3. What will my benefits be? My main issue with MM1 right now is that it has some spikes when enables new terrain in runtime

  4. Anyone else using similar setups have some input?

Thank you

1 Like

Ok so step by step:

  1. Amplify textures will work for sure as it work before. If microsplat work too it will be fine too. I must ask JB but it’s only terrain shader so shoudnt be problem.

  2. I think you don’t understand the core idea of background terrains. They are used to drop meshes that are invisible like grass, small plants and lods from trees. Next all data that left become batched into blocks to reduce drawcalls. So terrain with 40 000 drawcals use 2000.

  3. World Machine is question for world machine. We simply cut terrains into parts or use existing parts for streaming no matter how you import and create them and what data they got inside. I personaly didnt play with world machine so can’t assist.

  4. Such bake will be heavy at runtime. It must create pretty complex meshes from heavy terrain data. That would be slow. Look that this process even at editor take time.

  1. I quess there could be conflict if you would like to stream terrains with MM. If you would disconnect built terrains from MM and use it for streaming it would be fine. If not try to stream everything else then terrain but… you will hold MM data all the time at scene. That could kill GC at engine as it must check all files at scene before it release memory.

  2. VS pro will work as it work in Ws1

  3. I cant tell you as I didnt play with MM. You probably kill cpu via number of objects at terrain and scene.

1 Like

Hi,
Congratulation for the WS2 release.

As a long time user of WS1, it seems from video and features list that WS2 is a « small » upgrade from WS1: almost same features list (terrains manager, nice addition but now there is terrains tools in unity package system), slightly better UI and that’s it!

It feel to me like WS2 has to be a simple update -the much needed for years- to WS1 and not a new system.

don’t get me wrong, I will love to upgrade to WS2,but just don’t see any breaking feature or « performance » benchmark between WS1 and WS2 that will be worth the time needed to upgrade from the « old » to the « new » one. As in my opinion « streaming performance » should be the main focus of WS -as all the other « features » (terrain to mesh…) exist in bullet proof assets on the asset store.

Will love to take more clarifications on the key selling points of WS2 for a WS1 user. Specially performance Or workflow wise if there is any. (Unity Jobs system ? The new World Updater ? -WU in WS1 it’s a real pain…-)

for all the other users reading this post, if you are looking for a system to START your world streaming journey WS2 is probably the way to go.

Cheers

2 Likes

Streaming perfomance depends from unity not system. So your benchmark will not show anything beside that we speed up few things. You cannot jump over unity threads. Until engine will not speed up internal functions you cannot jump over this. You cannot load terrain faster then unity can do it without writing own terrain system.
Terrain to mesh do not convert and optimize trees in background.
We had to totaly re-write ws to add new functions so it’s not an update. We had to do it to kick limits from system.

Congratulations on WS2, it looks great.

Please can you record a video on the use of the Local Area Updater tool. Particularly how to add, amend and remove game objects from your game, and also how to manage the scenes in the build after those changes have been made? Thank you!

There is pretty simple manual for that part. Easy pie I think. I must release new asset now, when I back to ws I will add few more tutorials. Also maybe new features will come too.

So because i am unhappy with your answers to my questions i will try it again. I am sure i explained my questions not well enough and maybe i asked to many questions at once.
Also please be sure that i know World Streamer one and understand what you are trying to do with the new version and also the core idear of background terrains.

So i start with the World Streamer 2 and World Machine.
I know and work with World Machine Professionel for a long time and also can export terrains to Unity together with not only a hieghtmap but also one or more splat maps. So my questions are not about World Machine but World Streamer 2.

There are two questions.
Also there is the fact that Unity has a limit in terrain size not only meaning one terrain can have only a max height map size but in World Machine i can create much greater Terrains and can/must export them later to Unity in tiles so Unity can work with them.
You explained in your video how i can convert one terrain, so one height map, to World Streamer 2 workable files.

  1. How can i convert a terrain that come from World Machine in many tiles because of Unity limits so that World Streamer can use it?
    For example a 16 km by 16 km big terrain that also exeed also the physics limits from Unity, another reason i want to use World Streamers floating point system and not only the streaming feature.

  2. Can World Streamer convert a terrain that has more than one splat map and if so how?
    I want to use for example 3 splat maps per terrain tile so i can use 12 ground materials that should automaticly use the splat maps.

Please be kind and think about me trying to use your great produkt to produce a larger world and finding the right workflow.

I have more questions later also one that can be understand as a feature request.

  1. WS2 can read any tiles/terrain and cut it into smaller chunks. Import data into unity and play with terrain manager. You chose yourself how big grid should be. Check video tutorial how we play with terrain and cut it into chunks inside ws2.

  2. Ws2 have system to handle as many splats as unity terrain have. Btw unity will die during loading so much texture data. Each splat is non compressed rgba texture… It’s good habbit to kick unused textures at terrain tiles.

All data which is at unity terrain, no matter how many textures and trees can be converted into LP mesh. Im not sure why you ask about… There is no difference in terrain for us when terrain have 4 or 12 layers. Beside that loading unity terrain with such amount of splats is very heavy for engine and render.

16 x 16km doesnt need floating point fix. Simply move terrain into -8 up to 8k.

World Machine is done like any other height map inside Unity. it don’t matter if you use GAIA, World Creator its all the same, a height map… World Streamer handles the streaming of the terrains, GO’s etc… So it don’t matter you can import them like any other…

Splat map in World Machine has nothing to do with World Streamer, when you make your shader or if you use Micro splats, CTS or w/e. save them as a normal splat map , normal etc, Unity has terrain tools for most of that as well…so again really nothing for WS to worry about this is all handled the same way as any other splat map… I have used World Machine for years…

I would handle your splitting inside the game engine if you can’t if its to big for Unity, then break it up. and bring it in. you have more control inside the game engine when you can control tiles, as you may need to change anyways to test for performance as you go, I do this for Unreal also… I control all my tiles inside the game engines…

by looking at it, I would agree. so if I was Bart I would prolly do a better job of showing new stuff off. I been using World Streamer and even sold a game using it to an investor … it was great… (still is) but I have not updated yet myself and not so sure I will I have a lot invested into WS 1 .and it works fantastic… with my tools as well I built around it over the years… so looking at new stuff, its not much that interest me. or would help me, now new users I would be all over it 100%…

but honestly I thought it would be a lot different. ( maybe I have not seen it.) which is prolly the problem, so I would show this off to users of WS1… rewrite is good, but a lot of us prolly did this as well over the years. So it may not help everyone. new features would help it. good imposters system, a built in generic networking, for new users.( to show them demo for floating point issues .multi player demo with WS… ( maybe work with Photon or someone else… . something I get asked about a ton… drives me crazy at times, the amount that ask this… I know out of scope, but work with Photon or Unity, some networking solution for a basic demo or something…most game develpers are great coders but not great at this aspect, not surprised, since its more advance, but a lot of people do ask this…it was even broke for Atavism. , and World Streamer… 1 ( I tried to help them some, but I never used Atavism much…personlly, I did help some with Photon though…but I wont be around much longer, so people will continue to either not buy, or bug the crap out of other users… lol due to this and floating point

( I even got on Photon about this ( of course ignored… ) Users prolly would buy more too…

( This issue in Unreal, any non coder can do…) piece of cake, so I advise to make it easy for Unity, and World Streamer 2 is my feed back/// (prolly the most asked question I got than and of course mobile…since I sold my game on mobile open world mobile game to an investor using WS1, I had a lot of folks asking this, so I would be sure to have a mobile demo. ( Unless you do)

some feed back, from me as well…and I would agree with amynox… regardless to anyone else, its a fantastic tool and recommended for any OPEN WORLD game, users like myself and Amynox use WS1 already and love it, so don’t take this as a bad thing/… just some feed back to hopefully make WS2 more clear for older users.

don’t beat me up to bad lol.

Congrats on the release of World Stream 2! I must ask though, are there plans for this to be integrated with Atavism as WS was integrated? I know many people want to know.

Thanks for creating such beautiful assets for all of us. :slight_smile:

I was wondering also if there are plans for a Mirror integration?

I’m not sure how to go about it myself, I use uMMORPG CE so I need to somehow use the floating point on the client and feed the server the regular locations.

Hi, can anyone tell me what is the difference from SECTR COMPLETE 2019? I don’t know which one is more suitable for me. Thanks!

Ask Marcin but like always yes:) he already play with that:)

1 Like

Please watch and compare this 2 assets:) I quess both assets direction is different.

Hi, I’m interested in creating an online space prototype, where you load whole planets with settlements and interiors when you approach them (in a big galaxy). Maybe even infinite number of them, generated from data, but players would need to be able to freely get to those systems / planets by their coordinates. They should all be able to precisely stay where they are set to be. Do you see doing this using World Streamer 2? How to go about floating point fix in an online game? I’ve seen it resets transform position, so is it possible to make online project with this software?
Like jessejarvis said, even some uMMORPG kind of example or space-game example would be very helpful. Just not sure this soft is suited for such needs.