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Documentation for Real World Terrain v4.8
OverviewDescriptionSpecificationUsingGeneration of Gaia stampsGeneration of RAW filesProviders of tilesUsing «Provider - Custom»Commercial useReal World Terrain WindowDescription of fieldsHistoryBest SettingsSettings of Real World TerrainMemory usageClear the cacheHelperUsage of the helperAlternative helperPOIAdditional featuresGeneration of additional elementsBuildingsRoadsRiversTreesGrassRegenerationUtilsOverviewBuilding ManagerObject PlacerPOI ManagerScalerShow LocationPost-processingOverviewBrightness, Contrast and HUEColor BalanceColor LevelsErosion FilterGenerate Grass from TextureGenerate Terrain Layers from TextureExport / import RAW dataExport Mesh as OBJThird Party AssetsOverviewBuildR - Procedural Building GeneratorEasyRoads3D Pro v3Gaia and Gaia ProHuge TextureOnline MapsPlaymakerR.A.M 2019 - River Auto Material 2019Relief Terrain Pack (RTP)Road ArchitectVegetation Studio and Vegetation Studio ProVolume GrassWorldStreamerReal World Terrain APIUpdating versionsTroubleshootingKnown issuesYour problem is not listedFrequently asked questionsSupportOther Infinity Code assetsHuge TextureMesh to TerrainOnline MapsTerrain Quality ManagerTiny TerrainTree ToolUltimate Editor EnhanceruPanoFinal wordsLinks
Real World Terrain is designed to generate Terrains, Meshes, Gaia stamps and RAW files, based on real Earth elevation data, and buildings, roads, rivers, grass, trees, based on data from Open Street Map.
With Real World Terrain comes utility that allows you to select an area on Google Maps, a set of tools for post-processing terrains, textures, place objects on the terrain.
Real World Terrain uses:
For elevation maps uses:
To create additional objects used Open Street Map data.
To create textures used: ArcGIS, DigitalGlobe, Map Quest, Mapbox, Mapy.CZ, Nokia Maps (HERE.com), Virtual Earth (Bing Maps), Open Street Map, Sentinel-2.
Mapbox Streets v8 is used to generate Terrain Layers. +https://docs.mapbox.com/vector-tiles/reference/mapbox-streets-v8/
Note: SRTM data do not contain water depth maps, so zero height is used for seas and oceans.
Select the menu item «Window / Infinity Code / Real World Terrain / Open Real World Terrain», to open Real World Terrain window.
Enter the coordinates of the area in decimal, configure the fields and click «Start».
Real World Terrain will automatically download the necessary elevation data, textures, Open Street Map data, create new GameObjects or files containing the specified area, and add them to the scene. For each Terrain creates an information block containing the coordinates, texture, and giving the opportunity to re-create it with the new settings.
Created terrains are stored in «Assets / RWT_Result».
IMPORTANT
Real World Terrain works with a lot of data, and can, depending on the settings to use a lot of memory.
We do not limit Real World Terrain settings, so you can get exactly what you want. +But when a large number of generated Terrains, you may get an error of memory, with crashes to Unity Editor.
To create the most detailed Terrains and avoid errors, we recommend the following steps:
After the successful completion of each step to save your scene.
Select the menu item «Window / Infinity Code / Real World Terrain / Open Real World Terrain», to open Real World Terrain window.
Enter the coordinates of the area in decimal, select «Result - Gaia Stamp», specify the required resolution and click «Start».
Note: Real World Terrain uses Gaia's built-in features to generate terrains, so only Gaia stamp is created.
Real World Terrain will create a new RAW object that contains elevation data.
RAW object will be scanned using Gaia Scanner and saved as Gaia stamp in «Assets / Gaia / Stamps / Bases» folder.
The new Gaia stamp will be opened in Gaia Stamper.
You will need to specify the required size, position and Base Level, and click «Stamp».
Read more about working with Gaia stamps in the Gaia documentation.
Note: If you do not have a Gaia Session Manager in the scene, the new Session Manager will be created.
Select the menu item «Window / Infinity Code / Real World Terrain / Open Real World Terrain», to open Real World Terrain window.
Enter the coordinates of the area in decimal, select «Result - Raw File», specify the result type, filename, required resolution and click «Start».
Real World Terrain can generate two types of the result:
Real World Terrain can use to generate textures any source of the tiles in WGS84 Web Mercator (Spherical Mercator) projection.
Real World Terrain has presets for most known compatible sources of satellite tiles. If the source of the tiles you want to use does not have a preset, you can do it using «Provider – Custom».
Note: The preset for Google Maps tiles has been removed, because it has a limit on the amount of downloaded data. But if you really want to use it, you can do it using Provider-Custom.
The legal way to use tiles from Google Maps: +https://developers.google.com/maps/documentation/tile/
Note: Some tile sources require API keys (tokens), for example: DigitalGlobe and Mapbox.
To use «Provider - Custom» in the field «URL» specify a URL pattern for download tiles.
URL pattern supported tokens: +{zoom} – Zoom level. +{x} – Tile X. +{y} – Tile Y. +{quad} – Tile Quad Key. Uses in Virtual Earth (Bing Maps).
General instructions:
You can use terrains, buildings, roads, rivers, trees, grass, created with Real World Terrain, for commercial purposes.
The rights to the commercial use of textures depending on the selected provider. You are responsible to read the license agreement on the provider's site.
Along with most of the fields added icons, when you hover on which you can read a summary of the field. Clicking on the icon will open a detailed description of the field.
File - allows you to export and import settings.
History - contains the history of generations.
Settings - opens the settings window.
Help - documentation, API reference and useful links.
Area - the coordinates of the top-left and bottom-right corners of the area in decimal or UTM (Universal Transverse Mercator) format.
Title - a description of the current generation. Used only in history.
Use Anchor - whether to use anchor coordinates. If yes, then the zero position of the container in the scene will have the specified coordinates.
Insert the coordinates from the clipboard - inserts the coordinates copied in the helper.
Run the helper - open the helper.
Get the best settings for the specified coordinates - opens the wizard that will help you get the best result.
Show Open Street Map - opens Open Street Map in the browser on your current location. It is useful to know which objects are marked on the selected area.
Result type - the type of object being created.
Count terrains - the number of new terrains by longitude and latitude.
Align Water Line - If disabled terrains will have zero Y at minimum elevation. If enabled, terrains will have zero Y on the water line (zero elevation).
Size type - the method of determining the size of created Terrains.
Scale - a scaling factor to the new area.
Max elevation - the maximum height of the new area.
Max underwater depth - the value used when no value of the height map. Usually it is the sea, oceans, lakes. Uses the absolute depth, such as «-30».
Detail Resolution - the number of cells available for placing details onto the Terrain tile. This value is squared to make a grid of cells.
Resolution Per Patch - the number of cells in a single patch (mesh). This value is squared to form a grid of cells, and must be a divisor of the detail resolution.
Base Map Resolution - the resolution of the composite texture to use on the Terrain when you view it from a distance greater than Basemap Distance.
Height Map Resolution - the pixel resolution of the Terrain’s heightmap.
Create prefab - specifies whether to create prefab, in the folder results. Create prefab takes some time.
Elevation Provider – provider of elevation data.
Generate textures - indicates whether the created texture.
Result Type - type of texture result.
Provider - the source that will be downloaded texture. Textures derived from different providers vary in quality, maximum detail and conditions of use.
Type - the type of texture map.
Count textures - number of created textures. Only Mesh.
Texture width / height - size of the texture created for each terrain.
Max level - the highest level of approximation for the textures.
Generate buildings - specifies whether to create buildings.
Generate roads - specifies whether to generate roads. This field will be available if the integration with EasyRoads3D v3 or Road Architect is enabled.
Generate rivers - specifies whether to create rivers.
Generate trees - specifies whether to create trees.
Generate grass - specifies whether to create grass.
It contains the history of all runs Real World Terrain.
Each record contains fields:
If you do not know what settings to use for the selected area, click «Get the best settings for the specified coordinates». Move the sliders to the desired quality setting and press «Apply».
To open the Settings window, click «Settings» in the upper part of the window.
In the settings you can:
To return to the default settings, click «Revert to default settings».
Click «Memory Usage» in the main window of Real World Terrain to open memory usage information window.
This window displays the uncompressed size of terrains and textures, after being generated with the current settings.
Only the main fields affecting the size of the result are shown.
Important: This window does not show the memory that Real World Terrain will use to generate the result.
Real World Terrain uses a large amount of data that it caches in the folder «{PROJECT FOLDER} / RWT_Cache». +If this data is not more than you need, you can clear cache by pressing the «Clear cache» in Real World Terrain.
Click «Run the helper», to show a helper. Helper will run in the default browser with the coordinates specified in Real World Terrain.
Helper contains:
A search box.
Google map with a frame added to it that indicates the area that will be used in Real World Terrain. The frame can be resized and moved. To move the entire frame, hold down «CTRL».
Block information on the current position, the code to copy and control buttons.
Block POI lists all the POI on the map. What would change the title of the POI, double-click on the title. POI on the map supports Drag and Drop.
Download links height maps of the selected area.
Place the frame on the desired area on the map, select and copy the text in the block «Copy this to Clipboard». In Real World Terrain, click «Insert the coordinates from the clipboard» and selected in the helper coordinates frame will be inserted into Real World Terrain.
If you have any problems when using the built-in helper, you can use an alternative helper: +https://service.infinity-code.com/RWT_Helper/RWT_Helper.html
Contains a list of points of interest.
Point of interest contains:
After creating the terrains all the POI will be placed in right places. You can quickly navigate to the desired POI double-clicking on the line in the window «Hierarchy».
Use the utility «POI Manager» to comfortably work with POI.
To replace POI GameObject, drag a new prefab from the project to Real World Terrain POI Item (Script).
To update the position of POI in the scene based on the coordinates, click «Update World Position».
To update the coordinates of POI based on the position in the scene, click «Get Coordinates from World Position».
Real World Terrain can automatically create buildings, roads, trees and grass, based on real data from Open Street Map.
Before the creation of additional objects please visit «www.openstreetmap.org» and make sure that you are required objects are marked on the map. In Europe, perfectly marked, almost all of the city. In America, most buildings are not marked.
Important: the created objects may be slightly different from the picture on the texture. This is because the layout objects in Open Street Map. If the building is present on the texture, but not created, then it means that it is not marked in Open Street Map.
Real World Terrain can generate buildings in the following modes:
Note: BuildR developer left the Asset Store and deleted all of his assets. BuildR integration is only present if you have purchased BuildR before.
For buildings and walls added a description of all available tags Open Street Map. For many of the buildings there including address, name, height, etc.
If the tag contains the height or number of floors, the object will be created with the correct height. +You can always correct height, specifying the desired value and pressing the «Update». +For buildings can change the type and height of the roof.
If the building was created with the wrong normals walls or roof, you can quickly fix it by pressing «Invert wall normals» or «Invert roof normals» respectively.
Real World Terrain can generate roads for EasyRoads3D v3 or Road Architect.
When generating roads, you can select the types of roads to be created.
For EasyRoads3D v3, you can specify the types of roads from the Open Street Map and the types of roads EasyRoads3D, customize the width of the road and generate connections.
Real World Terrain can generate rivers as Mesh or for R.A.M 2019 - River Auto Material 2019 (third-party asset).
To generate rivers as meshes, you need to specify the material of the rivers.
This may be a regular material or a material of a third-party asset (for example, R.A.M - River Auto Material).
To generate rivers for R.A.M 2019, specify profiles for Area and Spline.
Both profiles will be used for rivers, just OSM has two types of rivers.
Ram Spline will be used to generate rivers for which OSM has only spline points.
Lake Polygon will be used to generate rivers for which OSM has coastline points.
Real World Terrain can generate trees:
Real World Terrain can generate grass:
You can recreate the already created objects with the new settings. + To do this, select «Real World Terrain» in the «Hierarchy» and click:
Regenerate terrains - to change the parameters Terrains.
Regenerate textures - to create textures with the new settings.
Regenerate additional - to rebuild the buildings, roads, trees and grass.
Real World Terrain contains a set of tools that will be useful for the search and placement of objects on the map, working with the POI, etc.
These tools are grouped in «Real World Terrain Container / Utils».
Tool to search the buildings.
It allows you to filter the buildings on the values of tags.
Enter the street name, house number or any other information contained in the tags, and will show buildings that contain tags with the specified value.
A tool for placing objects on the terrains by geographical coordinates.
This tool works in two modes:
To create a new GameObject select «Place New Object», specify prefab and coordinates, and click «Place».
To update position of existing GameObject select «Update Position», select GameObject, specify a coordinate, and click «Update».
Place your cursor on the terrains, to see the location under the cursor.
Press «CTRL + SHIFT», to insert the coordinates under the cursor in coordinates fields.
POI management tool created using the helper or specified before generating.
For each POI is displayed: name, coordinates and buttons:
S - Select POI GameObject.
P - Open the POI in Object Places.
Tool to change the size of terrain in the scene.
It works in two modes:
Scale first Terrain Layer allows you to adjust the size of the texture so that it looks correct after scaling.
The tool, showing the geographical coordinates of under cursor and the scene view camera.
Real World Terrain contains set of tools for post-processing.
These tools are grouped in «Real World Terrain Container / Postprocess».
Tool to adjust brightness, contrast, hue and saturation of the image.
Left - the original image, to the right - a preview of the result.
Specify the required values using the sliders and press «Apply».
Tool to change the color balance of the image.
Left - the original image, to the right - a preview of the result.
Specify the required values using the sliders and press «Apply».
Tool to change the color range of the image.
Left - the original image, to the right - a preview of the result.
Specify the required values using the sliders and press «Apply».
Allows you to apply water erosion to the current heightmap.
Important: This utility works very slowly, because for erosion it is required to make a huge amount of calculations.
Erosion iterations - The number of times the filter will be applied.
Rain fall - The amount of water added to the system during the iteration. The greater this value, the more dramatic and gross changes you can see on the relief in the same number of iterations.
Cone threshold - The roughness of the soil, which was washed away with water and precipitated.
Flow Iterations - Number of iterations for water flow. The smaller the value, the higher the speed, but the worse the accuracy and quality.
Tool to generate grass based on texture.
Add grass texture, and specify grass parameters.
Add colors, which will be created grass.
To work was faster for each color indicates range of values.
Click «Generate preview», to see the area to be created grass.
Click «Generate grass», to create grass and close the window.
You can save and load settings using the buttons at the top of the window.
To remove the grass, remove the relevant Detail in a script «Terrain».
Note: In older versions of the editor, Terrain Layers were called Splat Prototypes.
Tool to generate Terrain Layers based on texture.
Add base texture, specify parameters. Base texture will be used for all terrain. Add SplatPrototype, you want to use. For each Terrain Layers add color, so it will be created.
To work was faster for each color indicates range of values.
Click «Generate preview», to see the area to be used corresponding Terrain Layer.
Click «Generate SplatPrototypes», to create Terrain Layers and close the window.
You can save and load settings using the buttons at the top of the window.
Real World Terrain can export and import RAW data: heightmaps, detailmaps, alphamaps and texture.
Select generated terrains, and in «Real World Terrain Container / Export / Import Raw» select a menu item.
In the export / import window specify the required color depth (8 or 16 bits) and the order of the bytes (Windows or Mac).
To export a mesh, select «Real World Terrain Container» or «Real World Terrain Item» and click «RAW / Export OBJ».
Third-party assets are not containing on Real World Terrain and integration is disabled by default.
Import the asset into your project and enable integration in Real World Terrain settings.
Important: Integration with third-party assets may break when the developer releases a new version of the asset. This usually occurs when changing API or internal errors in the assets. We are developing this integration, so the quickest way to fix the problem is contact to us, indicating the name and version of the asset with which integration problems are. We will check this and release the update, or contact the asset developer to fix the issue.
If you want to remove the asset from the project, first disable it in Real World Terrain settings.
If you forget to disable asset and removed it, you will see an error in the console. To manually remove the integration with the asset, open PlayerSettings (Edit / Project Settings / Player), and remove the corresponding entry from «Scripting Define Symbols».
https://assetstore.unity.com/packages/tools/modeling/buildr-procedural-building-generator-82220
It allows you to generate procedural editable buildings.
How to generate buildings using BuildR:
All buildings generated using Real World Terrain is editable, and you can completely change the style and setting of the buildings.
BuildR2 and BuildR v3.x are supported.
Important: BuildR developer left the Asset Store and deleted all of his assets. This feature is only present if you have purchased BuildR before.
https://assetstore.unity.com/packages/tools/terrain/easyroads3d-pro-v3-469
It allows you to generate editable roads.
How to generate the roads using EasyRoads3D:
Modes of road generation:
Connection Generation: +Use Generate Connections - ON to Real World Terrain generate connections for two, three, and four road sections. +The connection of the three sections will occur only if the angle between the straight and side sections is from 60 to 120 degrees.
All roads created by the Real World Terrain is editable.
Note: only supported EasyRoads3D Pro v3. EasyRoads3D v2.x and EasyRoads3D Free v3 are not supported.
https://assetstore.unity.com/packages/tools/terrain/gaia-42618
https://assetstore.unity.com/packages/tools/terrain/gaia-pro-terrain-scene-generator-155852
A great all-in-one tool for generating terrains. +The integration of this asset does not need to enable or configure. +You just need to have Gaia in the project.
https://assetstore.unity.com/packages/tools/input-management/huge-texture-163576
Allows you to generate textures larger than 8192x8192 (up to 26624x26624px) for each terrain.
https://assetstore.unity.com/packages/tools/integration/online-maps-v3-138509
It allows you to show the location from Real World Terrain on a dynamic map.
Integration with Online Maps enabled using OnlineMapsRWTConnector component.
Add this component to an object generated by Real World Terrain (near Real World Terrain Container), click «Enable Real World Terrain», and select connector mode.
https://assetstore.unity.com/packages/tools/visual-scripting/playmaker-368
The powerful visual scripting solution to quickly make gameplay prototypes, A.I. behaviors, animation graphs, interactive objects, cut-scenes, walkthroughs...
To enable integration with Playmaker, select «Window / Infinity Code / Real World Terrain / Packages / Playmaker Integration Kit»
or
import «Assets / Infinity Code / Real World Terrain / Packages / RWT-Playmaker-Integration-Kit.unitypackage».
https://assetstore.unity.com/packages/tools/terrain/r-a-m-2019-river-auto-material-2019-145937
R.A.M 2019 gives you ability to create very advanced river and lakes with flowmap, river bed shapes and textures on it automatically.
Important: be careful, R.A.M - River Auto Material is another asset for which the integration won't work.
Enable integration with R.A.M 2019 in the settings, select River Engine - RAM 2019, and specify profiles for Area and Spline.
Both profiles will be used for rivers, just OSM has two types of rivers.
Ram Spline will be used to generate rivers for which OSM has only channel points.
Lake Polygon will be used to generate rivers for which OSM has shoreline points.
https://assetstore.unity.com/packages/tools/terrain/relief-terrain-pack-v3-3-5664
Great shader for terrains. Using this shader, the result will look a lot better.
Relief Terrain Pack does not require configuration. Just enable integration with Relief Terrain Pack in Real World Terrain settings.
https://github.com/MicroGSD/RoadArchitect
Allows generating roads.
How to generate roads using Road Architect:
All roads created using Real World Terrain is editables.
https://assetstore.unity.com/packages/tools/terrain/vegetation-studio-103389
https://assetstore.unity.com/packages/tools/terrain/vegetation-studio-pro-131835
Allows you to generate editable areas of grass and trees.
Integration with this asset does not require activation. You just need to have Vegetation Studio (Pro) in the project.
To work correctly, you need to configure the Vegetation Package:
Select «Window / Awesome Technologies / Add Vegetation Studio (Pro) to scene».
Select «Hierarchy / Vegetation Studio (Pro) / VegetationSystem (Pro)».
Select the Vegetation Package you want to use.
Add Vegetation Items (grass and trees).
For Vegetation Studio: Vegetation System / Vegetation / Vegetation Mask - ON
For Vegetation Studio Pro: Vegetation System Pro / Edit Biomes / Vegetation Mask Rules - ON
Read more about setting up Vegetation Studio and Vegetation Studio Pro in the asset documentation.
https://assetstore.unity.com/packages/tools/particles-effects/volumegrass-436
It allows you to generate a volumetric dynamic grass.
How to generate the grass using Volume Grass:
Note: If you try to generate the grass outside the terrains, Volume Grass can cause freezing of Unity Editor.
https://assetstore.unity.com/packages/tools/utilities/world-streamer-36486
Keeps objects in the separate scenes, and dynamically load them during use.
This allows you to greatly increase the performance of your application.
How to use WorldStreamer:
Detailed information about all the available classes, methods and fields can be found in API Reference. +https://infinity-code.com/docs/api/real-world-terrain/
The order of the values in the coordinates: +Vector2, Vector3: X - longitude, Y - latitude; +Parameters of methods: first - the longitude, second - the latitude.
In Unity Asset Store, we will send only the stable version. Renewal period is several months.
Real World Terrain has built-in update system, using which you can update Real World Terrain to the latest version and get early access to all versions and updates.
Click «Window / Infinity Code / Real World Terrain / Check Updates», to open the window checking for updates. Enter your Invoice Number (digits only) or Order Number, select a channel of updates and click «Check New Versions». Download the new version and import it into the project.
Important: Always make backups when upgrading assets or Unity Editor.
Removing the old version in most cases is not necessary.
You can find out your Invoice Number in order confirmation, or visit the account transaction page in Unity Asset Store: +https://assetstore.unity.com/orders
If from the current version was released more than 10 updates in the selected channel then will only show the last 10 updates. +If updates are available, you can read the list of changes and download the update.
If you have any problems with installing the update, then:
If you want to return to the previous version of Real World Terrain, select the channel «Stable Previous». Using this channel, you can get 10 previous updates.
Real World Terrain automatically checks for updates every 24 hours. If a new version is available, you will see a red button in Real World Terrain. When clicked, will open check for updates window.
Automatic check for updates does not require Invoice Number, and works on the selected channel updates. If you do not select a channel update, it will be checked only stable versions.
You have trouble downloading elevation maps in Real World Terrain, or you want to download them manually (eg on another computer)
Follow these steps:
You have trouble downloading textures
Try to choose another texture provider.
Visible gap between terrains
Most likely your terrains have lost their neighbors. +Select «Real World Terrain Container / Utils / Update Neighbors».
For your area is not generates buildings, roads, grass or trees
Please make sure that they are marked on Open Street Map. +To open the current area in Open Street Map, click «Show Open Street Map» in Real World Terrain window or the helper.
Building has inverted normals
Select the building and click «Invert normals».
How to create an intersection in Road Architect
Select the nodes that must intersect, enable "Allow intersect", and move first node close to the second node.
You have lost your Invoice Number and it is missing from the Unity Asset Store / Account / Transactions
We do not know Invoice Numbers of the customers. We can only check the number that you will give us. So contact with support of Unity Asset Store. +https://support.unity3d.com/hc/en-us/requests/new
Please contact us about your problem (support@infinity-code.com). We will try to fix all errors and release an update as soon as possible.
Q: What is the maximum area can be created?
A: We are at a time creating an area of 10x10 angular degrees. It's a little larger than the size of Germany. But the maximum created territory, strongly depends on the settings of Real World Terrain.
Q: Can Real World Terrain generate terrain at runtime?
A: No, Real World Terrain is Editor Extension and can generate terrains only in Unity Editor. If you need a runtime solution, look at Online Maps.
https://assetstore.unity.com/packages/tools/integration/online-maps-v3-138509
We provide support using email (support@infinity-code.com) in English and Russian, using forum (https://forum.infinity-code.com) or discord (https://discord.gg/2XRWwPgZK4) in English.
If something does not work for you, you find a bug, have a suggestion or question, contact us.
When contacting, please specify your version of Unity, OS and the version of Real World Terrain.
We always try to answer all requests to the support within 24 hours.
Important: We do not provide support in the reviews section of Unity Asset Store. All questions in the reviews section will be ignored.
https://assetstore.unity.com/packages/tools/input-management/huge-texture-163576
Huge Texture allows you to import and use textures larger than 8192x8192px.
How it works: +When importing a texture, Huge Texture splits the texture into pages and saves it as a Texture Array. + Texture Array is combined on the shader side, which does not create extra draw calls and has almost no effect on performance.
Features:
Requirements:
https://assetstore.unity.com/packages/tools/terrain/mesh-to-terrain-7271
Mesh to Terrain is a tool for easily and quickly converting a 3D terrain model created in 3ds Max, Terragen or any other editor to Unity Terrains. +Mesh to Terrain can convert textures to Terrain Layers, generate terrain from several models and split the model into several terrains.
Features:
https://assetstore.unity.com/packages/tools/integration/online-maps-v3-138509
Online Maps is a universal multi-platform mapping solution for your 2D, 3D, AR / VR and mobile applications and games.
Fully customizable, incredibly easy to learn and use, and at the same time is one of the most powerful and flexible solutions in the industry.
Supports a huge number of services for any mapping needs, and has integration with the best Asset Store assets.
The package contains the complete source code without dependencies, and if you want to add or change some feature, you can easily do it.
Don't have programming experience or don't know C# - Online Maps supports visual scripting using Bolt and Playmaker.
All the features to create any map in Unity in one asset.
Features:
https://assetstore.unity.com/packages/tools/terrain/terrain-quality-manager-28949
Terrain Quality Manager allows you to change the resolution of Heightmap, Detailmap, Alphamap and Basemap, without losing data. +If you need to increase the quality of terrain, or optimize terrain for better performance, with this tool you can do it.
Features:
Tiny Terrain is a lossy Terrain Data compression technology for Unity Terrain Engine, which allows you to reduce the size of the data that Terrain takes in the project many times and significantly reduce the size of your application. +You pay a little CPU time and additional memory usage, but save tens and hundreds of megabytes for each Terrain in the project. +Even though the compression is lossy, in most cases you won't see any visual difference at all. +A very high compression ratio is achieved due to the author's data preparation algorithms and then compression using Brotli. +Even if your build or AssetBundle is already compressed using LZ4, LZ4HC or LZMA, Tiny Terrain will be able to reduce its size. Of course the difference in size won't be as huge as with the uncompressed data, but it's still pretty big.
The asset has highly optimized code using direct memory access, which allows for fast compression and decompression, and minimizes additional memory usage. On average, one Terrain is loaded in about 1 second. +Tiny Terrain is not a 3rd party Terrain Engine, and you can use Unity Terrain API and any terrain tools you like, such as Real World Terrain, Gaia, Vegetation Studio, etc.
Using Tiny Terrain is very easy, and anyone can do it, even if it is their first day using Unity. +Just add Tiny Terrain Loader component to Terrain and click Compress. +If you are an advanced user or programmer, Tiny Terrain has events and API that will help you take full control of the loading process.
Features:
Platforms: +The asset was tested on PC, Mac, Android, iOS, WebGL. +The rest of the platforms have not been tested, but the asset should also work well on them.
https://assetstore.unity.com/packages/tools/terrain/tree-tool-221137
Tree Tool allows you to manage each tree individually.
Using this tool, you can perform the following actions on trees:
In addition, the tool can perform the following mass actions:
Tree Tool is compatible with all assets that create trees for Terrain.
https://assetstore.unity.com/packages/tools/utilities/ultimate-editor-enhancer-141831
Ultimate Editor Enhancer (ex uContext Pro) is productivity PowerPack that take your workflow in Unity Editor to a next level, simplifies working with content, adds new features to the editor, corrects and improves the editor’s built-in behaviors.
Dramatically improves Hierarchy, Inspector, Scene View and the editor itself.
Adds tools for quick navigation, creation and manipulation of objects.
Key Features:
List of tools:
https://assetstore.unity.com/packages/tools/integration/upano-126396
uPano (Unity Panoramic Framework) is a universal solution for displaying dynamic and static panoramas, and creating virtual tours. +uPano is very easy to learn and use, and is great for people who do not have programming experience. +Visual Tour Maker lets you create virtual tours in minutes. +In most usage scenarios, you can make interactive panoramas without creating your own scripts. +If you have some very specific purpose, uPano has a powerful and easy-to-use API that will allow you to implement any behavior. +Most of the existing types of panoramas are supported: spherical, cylindrical, cubic panoramas on single or six images, cubemap.
Supported platforms: Standalone, iOS, Android (including Google VR), Universal Windows Platform, WebGL. +Other platforms have not been tested, but most likely uPano will work well.
Additional features:
We sincerely hope that you will enjoy using Real World Terrain, and this will save you a lot of time. +If you have any questions or problems, please contact us. +We will try to help you as quickly as possible.
Please do not forget to leave your review in Unity Asset Store. +It is very important for us to have feedback from users to make our assets better. +For other users, it is also very important to make a right understanding of this asset.
Product page: https://infinity-code.com/products/real-world-terrain +API Reference: https://infinity-code.com/docs/api/real-world-terrain/ +Forum: https://forum.infinity-code.com +Support: support@infinity-code.com +Discord: https://discord.gg/2XRWwPgZK4 +Twitter: https://twitter.com/InfinityCodeCom +YouTube: https://www.youtube.com/playlist?list=PL2QU1uhBMew9F_7iwf_gKjuenEpQcYD-K +Vimeo: https://vimeo.com/channels/realworldterrain
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