I’m extremely lost | I cannot understand anything | I don’t know how to do X

I highly recommend to check out the included samples. It has an example of a textured terrain on each of the pipelines, with vegetation and physics objects. There’s also an included displacement particle system scene for built-in to move the grass around. You can use and test with those assets to get a hang of how/what can be done.

If with that it’s still not enough head out to Scripting to see small tutorials. Finally, join our discord server! There’s plenty of people, including me, happy to guide you around.

World has no detail | World has too much detail

If you find yourself with a terrain with too much detail or almost none, you might be in one of the three situations:

  • Scales are too big or too small: You might have a noise layer with the wrong scale. A scale too small will compress the noise and make all ridges really close to each other. The same way, a scale too big will make the ridges to far from each other and maybe not even visible in scene. With a mesh scale of a 1000 units, you will need a scale that fits, around 400-500 units.
  • Min Max is too big or too small: The noise gets scaled according to the min max value. Scale it up and down to fit. With a mesh scale of a 1000 units, you will need a min max that fits, around 0 to 200-300 units.
  • Too many octaves: There are cases where the additional octaves will make the whole terrain over detailed. Reduce the amount of octaves or play with lacunarity and persistence to better fit your needs.

No detail

Too much detail

It goes pretty slow when inside PlayMode :(

Well, vegetation rendering is not free, and mesh can have a lot of triangles, so let’s go over some tweaks that can be done.

I want to do a custom implementation of X thing, but I can’t figure it out

First check the code and the already prexisting implementations. You might find some useful information and already written code that you can base your ideas from.

If with that it’s still not enough head out to Scripting to see small tutorials on how to make your own implementation.

Finally, worst case scenario, remember that you can join our discord server and ask any questions there!

Does it support X asset?

This is quite a complicated question. Generally i don’t own the asset mentioned so it’s hard to say if it fully works or not.

  • If the asset requires Unity Terrain probably doesn’t work since it relies on its custom solution of meshes. It’s possible to move my code to Unity Terrain but i haven’t yet.

  • If the asset relies on custom materials/shaders, it’s usually possible to modify them so that they are compatible

  • If the asset are meshes, 3d models or doesn’t require other assets probably yes!

  • If its your asset i would be happy to check out each other assets and build the appropriate changes that would improve both of those assets and make them compatible. DM if that’s the case!

I just walked around really far and everything flickers! CHAOS!

Don’t worry! Welcome to Floating Point errors. Since you are really far from the origin, you will be seeing a lot of flickering because of how the math is done in the shaders. To solve this, you can add the Floating Origin component to your generator. Make sure that any object static or movable, has a Floating Point component added to it too! This will ensure that it is at the right position when the main character moves around.

error: The type or namespace name “….” could not be found.

Make sure you have these dependencies installed and up to date:

  • “com.unity.burst”: “1.8.11”
  • “com.unity.collections”: “1.4.0”
  • “com.unity.render-pipelines.core”:”12.1.15”
  • “com.unity.searcher”: “4.9.2”
  • “com.unity.shadergraph”: “12.1.15”

I need more help!

Join our discord server for direct support, you will find that it’s faster to ask there than to figure out somethings!