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  1. I made a simple island for testing with mobile settings. I am having the following problems: 1. The sea is displayed with artifacts 2. After the build and launch on the phone, I do not see vegetation, although it is in the editor. I am attaching screenshots, the first screenshot is the editor, the second one is Iphone
  2. https://imgur.com/a/v0qAgky It gives out such errors, I don't know how to solve it!
  3. So, I try to create a big world. 40x40 km. And I'm creating it by chunks of 512x512 units. First terrains took 5 min per terrain to create, Now - 30 min per terrain. Why it keep increasing and what to do? Math tell me that I will end generating 4 weeks later
  4. After a few failed attempts with using the stamp modifiers I figured I'd reach out to see if there was a better workflow / technique. Background I have found Gaia Spawn rules leveraging the Terrain Stamp Modifiers wreaks havoc on the rest of map and is fairly unpredictable as it 'breaks' out of the image mask set for it's Spawner. The size of the spawns rule as previewed (but also stamped) is also not correlated to the game objects instantiated size and varies. I could be using it wrong but after enough failed attempts - It feels like the wrong way to accomplish what I'm doing so I'm reaching out. Q1 User Story I am trying to place several objects pseudo-randomly (specifically according to noise pattern that correlates to other rules). Some of these objects - I'd like them to raise the terrain where they occur so I do not have to manually paint them all in. Other's I'd like to do the opposite and lower the terrain. The raising and lowering of the terrain ideally would be at least the size of the game object. Q2: Gaia Vs Gena Decorators? I understand Gena has the ability with it's decorators to raise / lower terrain. While it is an obvious path - I don't want to use Gena for the brush-based placement of these objects due to the aforementioned reliance on the Gaia noise pattern placement. Is there a way to 'place' with Gaia and still 'fire-off' the Gena Terrain Decorator?
  5. I have made a terrain using Gaia Pro in SRP. I have used Gena Pro for creating path. Now I want to migrate my project from SRP to URP. When i try to do that I get error and the loading gets freeze at Importing assets. Please see the Screen shots. Image 1: https://ibb.co/g9k12Fp Image 2: https://ibb.co/H2LTD3n
  6. Hello, To reduce this down to the problem and a understandable scope: World Setup Context Effectively I am trying to spawn two biomes in my world. The world is comprised of multiple terrain tiles. One biome rings / surrounds the perimeter of the other. The biomes are designated by worldspace image masks. There is a 'Base biome' that comprised of 3 simple rules for height that is applied usually before the others - this is also the 'perimeter' biomes texture set. The biome in the center's texture set is distinct and should 'override' any textures it should encounter in it's spawn rules. Issue Context: Textures Vs Image Masks I am having problems with a few things around the image masks. Bug - After using the image masks spawn - the world tends to get 'silently' offset which is easily fixed using Gaia's offset controls but wastes time Bug- The range of the spawner always resets after use. While this may be needed to spawn across the smaller tiles - it leaves the biome / spawner controller set improperly from how the user had it before Critical Issue - The texture paints from the spawner are applying only to 'random' tiles within the mask this feels connected to the above - I've noticed that the shape of my image mask is often applied across the terrain in 'random places' Critical Issue -The texture paint does not fade out or blend the spawned textures rules but rather paints them with ugly sharp corners according to the terrain tile Examples Attached (removed other the 'base biome' to focus only on the problem image mask biome):
  7. Hello - I have a question on Gaia's lightmap system Question: Lightmap Baking with Gaia 2021+ How do I ensure that my lighting is properly baked for the different times of the day (while using the PW sky / lighting profiles) without spending hours waiting for failed bakes to finish? In Gaia Pro itself (3.2.2c5) and in the youtube tutorials and documentation there's references to a lightmap baking 'helper' for lack of a better term. In the youtube tutorials we are shown it being used to bake lighting for different times of the day. This option/tool as i understand it is now depreciated and I've seen comments directing people to just use the unity lighting bake system. Issue: Outdated tutorials / Unclear documentation Unfortunately for those of us trying to get up and running with the latest PW tools that leaves us in a bit of a knowledge vacuum on how to bridge things if we are going to use the procedural worlds / gaia lighting system and are aiming to have a full night / day cycle. A small request aside from the proper procedure for baking a day-night cycle. Could the references to said "helper" be removed from Gaia's lighting panel and the documentation updated? (just to save others 'running in circles' looking for something that's been depreciated - I found out via Discord which I think is anti-thesis to Canopy's existence) Thank you once again for your time! Unity 2021.2 / URP / Gaia Pro (3.2.2c5)
  8. Hello again! A follow on question from the one I raised earlier this month. Is there a feature of Gaia that allows me to create a game world made up of multiple biomes? More than 2. With more ogranic look, but related to positions in the world? Like: What if I want to generate world divided by areas and each area can have multiple biomes. For example, I want to set north region - is only "X > 5000" and in north region should be 4 biomes. Taiga, arctik, ice mountains and taiga with other trees. Can I use automatic generation or I should use stampers/biome generators by hand? I read doc and watch video. But it is not covering my needs.
  9. Gaia Pro comes complete with multiple biomes and extra assets, which can take up a lot of hard disk space. While this is less an issue on a single, standalone computer, this can lead to problems if you have size limitations in your source code repository/backup system, or have limited bandwidth available to upload the entirety of Gaia Pro into one of these systems. This article explains which parts of Gaia Pro you can safely leave out during the Import or delete afterward from your installation folder to save space. Note that the deletion of files and folders of course takes away some of the functionality of Gaia in turn. If you, for example, create a terrain with the forest biome trees and plants and then decide to delete those from the Gaia installation, those trees and plants would disappear from your terrain as well. The following instructions show the import dialogue of Gaia Pro and explain which folders can be left out / deactivated during import. Depending on what features you want to use there are multiple options available to reduce the size of Gaia Pro. These options can be combined as you see fit. If you have Gaia Pro installed already, the same instructions still apply, but you would instead just delete the installed folders instead. All deletion or non-importing can be undone by importing the Gaia Pro package again - you can choose there to import all or some of the missing files again. Please check below the picture to see what boxes apply to you. 1. Option 1 (Red boxes): Removes assets that you would replace If you choose to not import these folders, you can save the most space in one go, but you will not have any assets left from the biomes or the extra assets to use in your project. Highly recommended if you don't intend to use any of the Gaia assets anyway and you plan on replacing them with your own. This would mean you would need to replace the vegetation, buildings, audio, etc. If you choose to remove the Standard Assets you will need to add this VIA package manager or add them back in with a reimport... If you choose this option, you will run into the issue that the Gaia Manager does not find any Biome Presets to display and will show an error message in the console. To prevent this, simply create an empty Biome Preset from the scene hierarchy "Create" Menu. Option 2 (Green box) Depends on your project requirements The ocean textures are responsible for displaying the wave structures on the Gaia water shader. Since Gaia comes with a lot of those, you can save some space by removing this folder. You will still be able to use the water shader if required, but the water will look rather flat and there will be no caustics effect underwater. Recommended if you don't intend to use the Gaia water shader. Option 3 (Blue box) Removing the Stamps Folder The stamps folder contains all the default stamp images that come with Gaia. If you are done with stamping already or you want to use your own stamps anyway, you can remove this folder to save some space. Note that if you remove all stamps and create a new terrain, your stamp browser will be displayed empty then. Option 4 (Orange box) Removing the Skybox textures The sky and lighting setup of Gaia comes with a couple of skybox textures that you can remove if you are using another Sky / Lighting asset or are using your own skybox. Option 5 (Grey box) Style/ Pipeline/ Platform These boxes depend on the style of the game, the pipeline you are going to use, and the platforms you want to develop. Starting from the top if you plan on developing Synty Style or Low poly then you keep this but remove the rest. The XR box is for those that want to develop on VR and AR, you will need to keep this if you plan on doing VR or AR. In the material package, you would want to remove the other pipelines that you are not going to use, note that you need to keep one of them. The standard is the built-in render pipeline. The same goes for the next two grey boxes remove them if you don't need HDRP or URP.
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