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!
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.
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 ?
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
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?
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.
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!
Thanks for kind words!
This is great. I think I will buy it in future
what how does this work with the height map ima confused
It creates seamless meshes that replace the terrain mesh where needed. So you get a combination of terrain + meshes.
Will you ever add backwards compatibility to Unity 2017.x LTS?
Thanks.
Digger uses Job System and Burst compiler so it will never be compatible with Unity 2017
I bought this, can I run this procedurally in the editor to cut caves at a certain height using noise or something? Thanks
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.
How well would, say, Unity Navmeshes, or better yet the A* Pathfinding Pro project work with these terrains?
NavMesh works with latest version of Digger and Unity 2019.3 (or more recent)
I cant tell you how much i need this tool in unreal right now! Could the solution be transferred over??
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 ?
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
hii, it would be helpful if you guys would implement low poly on it and also path making
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?
Does it work with terrains only? Or can I start with a flat mesh as well?
It only works with terrains. Can't you use a flat terrain?
Nice work. Does this use voxels? Im from unreal btw.
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.
Which water are you using ?
It's AQUA from the Asset Store
How does this affect performance?
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.