Should the beach node work across terrain tiles? I'm getting seams where the player can fall through the map, and I'm pretty sure it's this beach node causing it.
Been testing and really love MM, one question is that is there a way to save the finished terrain as actual terrain.asset data instead of being part of scene data. I am definitely going to use that shoreline effect on my terrain soon.
2 years later but just found this and wondered the same thing. Figured it out. Enable Debug mode, select the graph asset and enable drawInSceneView. Input wasn't working for me in this mode so I had to modify the code to get the option to show up in non-debug mode.
also, I really like the idea of generating the terrain and performing all the terrain generation functions on my GPU so that I can avoid Pop-in when terrains spawn in. (make the spawn distance not as far out from where I'm flying my jet. because GPU generates them fast enough for them to be ready by the time I'm in visual range.)
Unfortunately it won't solve the problem of pop-in lag. This lag happens when generate is actually done, on applying generated result to terrain - Unity internally converts heightmap texture to terrain data, generates collision, LODs for chunks, basemap, etc. And does it on CPU and in main thread. So there's nothing could be done about it instead of switching to other, non-standard terrain system or something.
@@denispahunov6415 Ok reinstalling helped..don`t know what happening but it now works on project where i fresh import MM 2.1.1...other project was showing 2.0.8 i click update and then import and i saw there some beach.png and ledge.png (on import pop-up) i was thinking it will work but it was the same problem no search no beach no ledge :) mby something wrong with unity updating and importing from that packmanager....but now i have one working version :) thanks... Question about bundle if i have MM2 + Objects + biomes + spline is there way to get them all under MM Bundle without buying same things again?
You can change the seed at starting a game on executing this line in Start/Awake/OnEnable: mapMagic.graph.random = new Noise(seed, permutationCount:32768); Keep no tiles pinned (otherwise they won't connect with new tiles with new seed). This script is changing your graph (seed value) every start, this value is stored in graph asset. Make sure that 'MapMagic' and 'Den.Tools' namespaces are used. Here is the example script: www.dropbox.com/s/qb7u9wqn8mh6ig8/NewSeedOnStartup.cs?dl=0
@@denispahunov6415 oh thanks but I also wanted to make the terrain generation comfortable for mobile devices so it does not crash cuz I am making a random island generation game for Android please tell me how to do that
@@denispahunov6415 means I want to reduce the number of poligons in the terrain so the mapmagic works is mobile devices and do not crash so please tell or make a full video on how to make random island generation with mapmagic with random seed on game start
This is one of the most important tutorials of the year! Now I need to learn microsplat and vs pro integration
Woooow awesome..!!! what a great work, congrats & thanks for having shared it with the Unity community!
Should the beach node work across terrain tiles? I'm getting seams where the player can fall through the map, and I'm pretty sure it's this beach node causing it.
Been testing and really love MM, one question is that is there a way to save the finished terrain as actual terrain.asset data instead of being part of scene data. I am definitely going to use that shoreline effect on my terrain soon.
MM 2.1.0 will be released quite soon, and it will have this feature built-in
@@denispahunov6415 How is the update coming along, it's been a while now?
@@denispahunov6415 anyone knows if this is already implemented?
hi
how can I display the terrain in the background of node editor? thanks
2 years later but just found this and wondered the same thing. Figured it out. Enable Debug mode, select the graph asset and enable drawInSceneView. Input wasn't working for me in this mode so I had to modify the code to get the option to show up in non-debug mode.
Good tutorial, used it with island villages demo & villages near beach looks bad maybe due to village stamp terrain
These tutorials are awesome. I'd buy any asset you release without even looking into what it is at this point.
Thanks, I'm really glad to hear that. However I'm still trying to make upscale assets to live up this reputation :)
Outstanding
Very cool! It works so smooth :-)
thanks!
Another features video, awesome :D
also, I really like the idea of generating the terrain and performing all the terrain generation functions on my GPU so that I can avoid Pop-in when terrains spawn in. (make the spawn distance not as far out from where I'm flying my jet. because GPU generates them fast enough for them to be ready by the time I'm in visual range.)
Unfortunately it won't solve the problem of pop-in lag. This lag happens when generate is actually done, on applying generated result to terrain - Unity internally converts heightmap texture to terrain data, generates collision, LODs for chunks, basemap, etc. And does it on CPU and in main thread. So there's nothing could be done about it instead of switching to other, non-standard terrain system or something.
@@denispahunov6415 there was that group that made an extension pack for mapmagic one that did it.. not sure how you feel about that though.
Denis could you make a none standard terrain asset?
I'm super happy you're bringing this back! I am wondering about Domain warping that we can pass our generation path through! :D
I'm thinking about tiled terrain from time to time, but still not juzzed up with any good idea on how to make it
Still waiting for the brush node.
It's still got some performance issues, but going to fix them in next two weeks. If all goes well it will work faster than the standard terrain brush.
i using 2.1.1 and i cant see any ledge or beach nodes.....
Have you tried typing them in a search field on right-click?
@@denispahunov6415 i dont have search bar on right-click...its just menu ...im using unity 2020.2
@@andrisjurovs6970 try performing a clean install with removing previous version. It seems to be not 2.1.1
@@denispahunov6415 Ok reinstalling helped..don`t know what happening but it now works on project where i fresh import MM 2.1.1...other project was showing 2.0.8 i click update and then import and i saw there some beach.png and ledge.png (on import pop-up) i was thinking it will work but it was the same problem no search no beach no ledge :) mby something wrong with unity updating and importing from that packmanager....but now i have one working version :) thanks...
Question about bundle if i have MM2 + Objects + biomes + spline is there way to get them all under MM Bundle without buying same things again?
Hi I have a problem in mapmagic that I want to automatically generate random seed how can I do that?
You can change the seed at starting a game on executing this line in Start/Awake/OnEnable:
mapMagic.graph.random = new Noise(seed, permutationCount:32768);
Keep no tiles pinned (otherwise they won't connect with new tiles with new seed).
This script is changing your graph (seed value) every start, this value is stored in graph asset.
Make sure that 'MapMagic' and 'Den.Tools' namespaces are used.
Here is the example script: www.dropbox.com/s/qb7u9wqn8mh6ig8/NewSeedOnStartup.cs?dl=0
@@denispahunov6415 oh thanks but I also wanted to make the terrain generation comfortable for mobile devices so it does not crash cuz I am making a random island generation game for Android please tell me how to do that
@@denispahunov6415 means I want to reduce the number of poligons in the terrain so the mapmagic works is mobile devices and do not crash so please tell or make a full video on how to make random island generation with mapmagic with random seed on game start
@@daksshbhambre8681 Could you please clarify - to do what?
@@denispahunov6415 U can tell me how to reduce the number of poligons in the terrain please so it becomes comfortable for mobile devices.