Just a disclamer, When I say 120fps with 100,000 instances I mean for my rig. Your results may vary with your setup. Thankyou for watching the video and make sure to subscribe!!! Good luck in your procedural Journey.
Great video! For anyone wondering about the line that is cut off. Here's a solution: Batches[Batches.Count - 1].Add(item: Matrix4x4.TRS( pos: new Vector3(x: Random.Range(-20, 20), y: Random.Range(-10, 10), z: Random.Range(0, 300)), q: Random.rotation, s: new Vector3(x: Random.Range(1, 3), y: Random.Range(1, 3), z: Random.Range(1, 3))));
Thank you, but you can use drawmeshinstancedindirect to bypass the 1000 limit, But I have no idea how to use drawmeshinstancedindirect which is why I'm here.
There is literally zero demonstration on this video on how to use this script and what the output is. Neither is the code all shown in the video, making this video unhelpful.
Aren't you still having to loop through the batches on the CPU side every frame? I am a bit confused. I recently watched that Acerola tutorial on Grass\GPU instancing and checked his code. It seems that he generates a single buffer with all the grass mesh data and sends only once to the gpu on the start function.
isnt there a manual version in unity? in blender you can just Alt+D an object and boom, instance. i could really use with a no code solution if there is one
You need to learn how to vocalize better. It was very hard understanding your pronounciation. On the other side, very nice and well edited video. Keep it up.
It's not a theme but rather I edited it so that I could make it a little prettier. Looking back it was kinda useless and maybe even a detrement to the video but too late now. So overall not a theme just a editing effect
That's a bullshit video. First of all this video is incomplete and not showing quite anything here. The second thing is that I tested both solutions with GPU instancing and this method. With this method i gained only 5+ fps more... with GPU instancing that provided from unity i gained more than 40+ fps. This lines of codes is already included in the GPU instancing but even more better because you don't need to manually assign everything.
Just a disclamer, When I say 120fps with 100,000 instances I mean for my rig. Your results may vary with your setup. Thankyou for watching the video and make sure to subscribe!!! Good luck in your procedural Journey.
Can I ask what is your pc/laptop specs?
@@GINZ-iv3ri sure. I have a i7, gtx 1650 and 16gb of ram.
@@Flaroon Oh that's nice. I was planning to buy a laptop with rtx 3050 (4gbs of vram 🤦♂️), will that suffice? Assuming with 100,000 objects...
@@GINZ-iv3ri yes. Those specs will Def be able to run the code at 120fps.
@@Flaroon Oh thanks! Just sub you btw.
Great video!
For anyone wondering about the line that is cut off. Here's a solution:
Batches[Batches.Count - 1].Add(item:
Matrix4x4.TRS(
pos: new Vector3(x: Random.Range(-20, 20), y: Random.Range(-10, 10), z: Random.Range(0, 300)),
q: Random.rotation,
s: new Vector3(x: Random.Range(1, 3), y: Random.Range(1, 3), z: Random.Range(1, 3))));
This editing is so nice keep it up!
That was VERY enlightening. Thank you very much.
Very nice explaination keep it up!
This is a great video! Thanks a lot
Thank you, but you can use drawmeshinstancedindirect to bypass the 1000 limit, But I have no idea how to use drawmeshinstancedindirect which is why I'm here.
There is literally zero demonstration on this video on how to use this script and what the output is. Neither is the code all shown in the video, making this video unhelpful.
I don’t think this video is meant as a beginner step by step tutorial
Aren't you still having to loop through the batches on the CPU side every frame? I am a bit confused. I recently watched that Acerola tutorial on Grass\GPU instancing and checked his code. It seems that he generates a single buffer with all the grass mesh data and sends only once to the gpu on the start function.
Use compute buffer and shader.
hey love the vid! I just wanted to ask how can I attach the grass to terrain? I'm a little new to coding
Super Helpful, Thanks So Much!!!
This was so helpful. Thank you!
5:50
what was that s:Vector3 value?
At the very end
It got cut off-screen
was it 0,0,0?
It would have to be Vector3.one for the scale and quaternion.random for the rotation
isnt there a manual version in unity? in blender you can just Alt+D an object and boom, instance. i could really use with a no code solution if there is one
Do you have code for this video uploaded?
Great little tutorial. Thanks. 👍
Can you upload the script? for me: error
05:50 what the full code?
Yes what is it, it is cut off the screen.
I followed this tutorial and the entire mesh rendered as black, any ideas?
How could you do this for a 2d game?
You need to learn how to vocalize better. It was very hard understanding your pronounciation. On the other side, very nice and well edited video. Keep it up.
How to connect colliders to this objects ?
you can't :>
Great tutorial. But do you know how to make grass using this technique?
You could using some tessellation technique. I'll get back to you on that one.
good video
What vs code theme is that?
It's not a theme but rather I edited it so that I could make it a little prettier. Looking back it was kinda useless and maybe even a detrement to the video but too late now. So overall not a theme just a editing effect
@@Flaroon It should be a theme, looks clean asf.
The content is good, but you need to enunciate more clearly. Around 2:10 to 2:15, I have no idea what you are saying.
Cocks, this video is fantastic
That's a bullshit video.
First of all this video is incomplete and not showing quite anything here.
The second thing is that I tested both solutions with GPU instancing and this method.
With this method i gained only 5+ fps more... with GPU instancing that provided from unity i gained more than 40+ fps.
This lines of codes is already included in the GPU instancing but even more better because you don't need to manually assign everything.