I really like your work and since ever I came across your videos last year I bought your drag and drop asset in unity. I know a lot of people feel the same towards your work and we really appreciate it please keep making more videos and keep updating your assets you are literally helping out a lot of us like myself that are new to game dev by saving us time and saving us from all the headaches.
I'm glad that my videos are helpful, thank you for your kind words and for purchasing Drag&Drop, I hope it's useful:) I don't intend to stop creating, so over time, the channel will gradually add new tutorials and speed/slow designs:)
Thanks, very useful. Would be nice to have some tips for open world scenes optimalizations like a forest. Also, is it worth to mark the terrain as ocluder? Tons of foliage and trees killing my PC and gives 50~ fps. Even GPU instancing can't help me.
With open worlds where there's a lot of vegetation, it can be challenging to achieve better FPS without some external solutions like Nature Renderer/Foliage Renderer. Unfortunately, Unity still struggles to handle large amounts of vegetation well. In HDRP, the terrain is set as an occluder by default, but it’s best to check how it affects your project. Also, take a look at my tutorial about grass, you might find something useful there to optimize your project. Just make sure to test it on a project copy, as changing things like detail resolution per patch can disrupt the placement of already distributed vegetation models:)
The problem with URP is that it has no built-in sky control options. The only option is skyboxes. So I would either have to think about my own cloud system or create an appropriate number of matching skyboxes:)
It would be necessary to add wind support to the shader, and unfortunately this is often a problem. Sometimes shaders from other packages work properly with models that do not include wind support:)
My dude, you saved our uni project game. This is a great tutorial! Thank you so so so much!
I'm really glad I could help:) It’s awesome to hear that the tutorial was useful for your project:)
I really like your work and since ever I came across your videos last year I bought your drag and drop asset in unity. I know a lot of people feel the same towards your work and we really appreciate it please keep making more videos and keep updating your assets you are literally helping out a lot of us like myself that are new to game dev by saving us time and saving us from all the headaches.
I'm glad that my videos are helpful, thank you for your kind words and for purchasing Drag&Drop, I hope it's useful:) I don't intend to stop creating, so over time, the channel will gradually add new tutorials and speed/slow designs:)
THE Best Occlusion Culling Tutorial. Thank you.
I'm glad the tutorial was understandable and useful:)
wait you uploaded this 5 days ago? I sure am lucky haha, just when i needed it, thanks a bunch you beast!
I'm glad that the video appeared just when you needed it:) I hope it was useful:)
Thanks for the beautiful training :)
I'm glad you enjoyed it:)
Amazing, great job buddy
Thank you:) I'm glad you liked it:)
Thanks, very useful. Would be nice to have some tips for open world scenes optimalizations like a forest. Also, is it worth to mark the terrain as ocluder? Tons of foliage and trees killing my PC and gives 50~ fps. Even GPU instancing can't help me.
With open worlds where there's a lot of vegetation, it can be challenging to achieve better FPS without some external solutions like Nature Renderer/Foliage Renderer. Unfortunately, Unity still struggles to handle large amounts of vegetation well. In HDRP, the terrain is set as an occluder by default, but it’s best to check how it affects your project. Also, take a look at my tutorial about grass, you might find something useful there to optimize your project. Just make sure to test it on a project copy, as changing things like detail resolution per patch can disrupt the placement of already distributed vegetation models:)
Go!!!
I hope the tutorial didn't disappoint you:)
Thanks)
You're welcome:)
when are you going to make a drag and dropp for URP on unity 6?cant wait to buy it
The problem with URP is that it has no built-in sky control options. The only option is skyboxes. So I would either have to think about my own cloud system or create an appropriate number of matching skyboxes:)
More optimizationa on hdrp please :)
In the future, there will definitely be more tutorials about HDRP optimization:)
How to create wind that makes trees move in unity HDRP 2022 ?
It would be necessary to add wind support to the shader, and unfortunately this is often a problem. Sometimes shaders from other packages work properly with models that do not include wind support:)
Can this also work for entities?
It all depends on what type they are. You can definitely give them as occludee and see if there is any change:)
A tutriol on terrain optimization
I covered this a bit in the video about adding grass, but I'll definitely prepare some tutorial about terrain opitimization:)
@@SetaLevelDesign cool
Please @@SetaLevelDesign