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Since the last post I’ve been working on the terrain’s vegetation. Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.
Terrain Tools. The Terrain Tools package adds additonal terrain sculpting brushes and tools to your project to help create stunning terrain assets and ease the workflows. . It’s the perfect replacement for Unity’s UI Text and the legacy Text Mesh. . TextMeshPro. Standard and URP support.
You can check out a demo on itch.io , and follow Bram on YouTube and Twitter for updates and free video tutorials. 2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Physics: Optimized support function for large meshes ( GH-64382 ). What's new. Core: Make some Image methods static ( GH-63332 ).
You can check out a demo on itch.io , and follow Bram on YouTube and Twitter for updates and free video tutorials. 2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Physics: Optimized support function for large meshes ( GH-64382 ). What’s new. Core: Make some Image methods static ( GH-63332 ).
Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. It is possible to either import a scene as a single file, or to split it into multiple instantiated subscenes, keep materials, meshes and animations external, etc.
It now supports meshes, armatures, lights, cameras, shape keys, animations (including object transforms, pose bones and property changes in shape keys, lights and cameras), and an automatic material search. A peer needs to communicate its network terrain, e.g. its public IP address, whether it’s behind a NAT, and its private IP address.
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