Create holes, caves, arches and overhangs on your Unity terrain with Digger!

Поділитися
Вставка
  • Опубліковано 25 гру 2024

КОМЕНТАРІ • 24

  • @wsniff7368
    @wsniff7368 4 роки тому +15

    I saw this video today and was impressed. I purchased the non-pro version and it did not disappoint. It functioned exactly how it was shared in the video above. I appreciate your hard work, thanks for a great product!

  • @mmgmismas
    @mmgmismas 5 років тому +7

    This is great. I think I will buy it in future

  • @playonce4186
    @playonce4186 5 років тому +11

    what how does this work with the height map ima confused

    • @amandineentertainment1220
      @amandineentertainment1220  5 років тому +15

      It creates seamless meshes that replace the terrain mesh where needed. So you get a combination of terrain + meshes.

  • @ZeoWorks
    @ZeoWorks 5 років тому +2

    Will you ever add backwards compatibility to Unity 2017.x LTS?
    Thanks.

    • @amandineentertainment1220
      @amandineentertainment1220  5 років тому +1

      Digger uses Job System and Burst compiler so it will never be compatible with Unity 2017

  • @freecode.ai-
    @freecode.ai- 4 роки тому +3

    I bought this, can I run this procedurally in the editor to cut caves at a certain height using noise or something? Thanks

    • @amandineentertainment1220
      @amandineentertainment1220  4 роки тому +3

      Thanks! You can write your own script that calls the modify method wherever you want. But such logic is not provided out of the box: you have to implement this script by yourself.

  • @Vizimech
    @Vizimech 5 років тому +2

    How well would, say, Unity Navmeshes, or better yet the A* Pathfinding Pro project work with these terrains?

  • @j_may
    @j_may 5 років тому +2

    I cant tell you how much i need this tool in unreal right now! Could the solution be transferred over??

  •  4 роки тому

    Can you implement this actually in runtime? i mean, like a for example a "minecraft"-ish type of game? how are the physics of those cave areas working? can you have different biomas or different textures on the triplanar caves by height? or idk, a volcanic cave? an alien cave? etc? if not, is your asset flexible enough so i can implement that by myself :o ?

    • @amandineentertainment1220
      @amandineentertainment1220  4 роки тому

      The PRO version is meant to dig at runtime ;) There is no biome feature, it just picks up textures from your terrain and will let you select which one you want to use

  • @ConchStreetStories
    @ConchStreetStories 5 років тому +3

    hii, it would be helpful if you guys would implement low poly on it and also path making

    • @amandineentertainment1220
      @amandineentertainment1220  5 років тому +2

      I'm not sure Unity terrains are ideal for low poly. I think you should go for another solution (which can be Ultimate Terrains ua-cam.com/video/i05Iwce81cg/v-deo.html, my other Unity plugin, if you have an appropriate shader).
      What do you have in mind exactly about path making?

  • @rogercabo5545
    @rogercabo5545 3 роки тому

    Does it work with terrains only? Or can I start with a flat mesh as well?

  • @lz4090
    @lz4090 4 роки тому

    Nice work. Does this use voxels? Im from unreal btw.

    • @amandineentertainment1220
      @amandineentertainment1220  3 роки тому +1

      It's a mix of voxels and height based terrains. It uses the built-in height based terrain system of Unity, and incorporate voxels where you dig.

  • @Muhammadzaid135
    @Muhammadzaid135 3 роки тому

    Which water are you using ?

  • @CabbageGod
    @CabbageGod 5 років тому

    How does this affect performance?

    • @amandineentertainment1220
      @amandineentertainment1220  5 років тому +1

      Basically, the only things that will affect performance at runtime are the static meshes created by Digger (for the caves) and the triplanar-mapping added to the built-in terrain shader. On most devices, this won't make a big difference.