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Found 14 results

  1. I have been working on intersections for the "Early Access" Extrusion Pro plugin for GeNa Pro. As I progress, I will put snapshots here for public comment. Working on UV's at the moment...
  2. How do I ensure that Gena isn't renaming objects and retains both or either layers/tags of the original object. Currently everything is being set to 'default' and untagged regardless of prior settings which negates any time saved with Gena unfortunately because that must now be spent manually reassigning these things. Is there a way to retain the way prefabs were setup before Gena Spawns them?
  3. Hey there, I've been looking into the documentation and in the Forum here now for a bit, but so far I couldn't find a solution for my problem. I'm using Unity 2021.2.11 with GeNa Pro and the prefabs I'm spawning are receiving scene overrides for the static settings. They are no different from the setting in the prefab, but when I wated to change the setting on the prefab to - for example - static but "no batching static" the scene override stops me from actually having that setting in my scene. Am I missing a Spawner setting that stops static overrides? I tried with a new blank scene and had exactly this issue. Can anyone tell me where I can change this behaviour? Thanks!
  4. 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
  5. Hello, I'm trying to get the hang of Gena but I'm finding the spawn system a bit cumbersome now that I'm fully using it in conjunction with Gaia. Perhaps I'm not using it correctly so would like to get some advice on how to have to a 'nondestructive' workflow. Based on my understanding - Gena is supposed to be the PW tool to accomplish this type of 'targeted world spawn' as opposed to Gaias procedural placement system. It seems it's more of spawn brush tool based on my experience with the tool, documentation and youtube tutorials. Is there away to actualize this targeted spawn capabilities? Here is my use case / user story: I have a specific town variant / instance I am trying to spawn in a specific place along the beach - lets say "Beach Town" - there is only one of these towns and it's placement is specific to the story / world. For this example lets say that Beach Town was initially 'Gena click placed' (aka spawned by clicking in Gena on the terrain) at x250 y5 z250. [Time passes] Now I get an update request from my team with changes to make to Beach Town on varying levels. I add in (hypothetically) another 'block' to the town (one more street and set of buildings and say a few NPC placements that weren't there before). My Issue simplified (hopefully) Once I place the Beach Town 'instance' & 'palette prototypes' in the world (leveraging Gena Decorator / unpacker etc) and then need to make updates - I am finding that the only way to update that 'Beach Town Instance' with new objects is to fully remove it from the scene hiearchy and then re-place the beach town instance in the world. This is what i would term a destructive workflow and one that eats up times with having to remove and replace every time I have to add a house or any otherwise object / prefab. Is there any way to 'set' a Gena Spawn up so it ALWAYS spawns at that point and I can make changes to the root prefabs and have them be 'added' in as they are in said prefab. No disrespect intended as I value these tools but it feels like any spawned utility obtained from Gena is lost by having to remove/replace Workflow Solution? If there is a workflow solution to this to remove the destructive elements of the workflow please please let me know. If not - I feel Gena's utility and UX would benefit incredibly from a 'Update Spawned Instances' button that would 'refresh' / update your spawned instances with any changes / new ingested prototypes made at the spawner manager level. Thank you for reading - hoping the fix is a workflow one
  6. Hello, I've made a basic spawner with a collection of a few prefabs and am trying to spawn it along a Gena Spline. When I click Spawn or Iterate it flashes for a second but nothing actually spawns or appears along the spline. I tossed on a road component and that displays just fine along the spline. Nothing is in the console and nothing is reported when I click spawn / iterate. I don't think I've made anything particularly complex here. Is there something I should know about with Spawners & Splines thats not in the documentation? Or is this a bug? Thank you!
  7. Hello guys! I noticed that Gaia and GeNa don't have assembly definitions. I think this might be slowing down my compilation times. Are there any plans to add assembly definitions to them later on? Thanks in advance!
  8. I am encountering this weird behavior where GeNa only considers slopy terrain as valid placement target. So far I've tried these: Initially I discovered that my terrains are in a layer called "Terrain" but GeNa wasn't configured to react to this layer. I fixed that. I've turned off all other objects and colliders. Just a Microsplat (converted after Gaia) terrain remains I've turned off and on every single Placement Criteria and Spawn Criteria options. This seems like a slope issue but turning off the slope consideration doesn't work either Finally I've raised height just a tiny bit in a secluded area of the terrain. Then it started working. That made me thought if slope settings might be problematic. I've attached the visual and the spawner settings. What do you think might be the problem?
  9. gabriel_fuentesGD

    GeNa Pro 3.3.16 - Road Carve Issue

    Hey guys! I've been using GeNa Pro (3.3.14) to make some roads for my environment, didn't had any issues during that version. However, when I updated to the recent version (3.3.16), carving is not working as intended, the preview is not appearing and I'm getting the following consistent error every time I press the carve extension: "GeNaCarve.compute: Kernel at index (0) is invalid UnityEngine.StackTraceUtility:ExtractStackTrace () GeNa.Core.GeNaCompute:Dispatch (int,int,int,int) GeNa.Core.TerrainTools:CarveTerrain (UnityEngine.Terrain,GeNa.Core.GeNaSpline,System.Collections.Generic.List`1<GeNa.Core.GeNaCurve>,GeNa.Core.TerrainEntity) GeNa.Core.TerrainTools:GenerateTerrainEntity (GeNa.Core.TerrainModifier,GeNa.Core.GeNaSpline) GeNa.Core.GeNaCarveExtension:Visualize () (at Assets/Procedural Worlds/GeNa/Scripts/Runtime/Extensions/GeNaCarveExtension.cs:138) GeNa.Core.GeNaCarveExtension:OnSceneGUI () (at Assets/Procedural Worlds/GeNa/Scripts/Runtime/Extensions/GeNaCarveExtension.cs:95) GeNa.Core.GeNaSplineExtension:SceneGUI () GeNa.Core.GeNaSpline:OnSceneGUI () GeNa.Core.SplineEditor:OnSceneGUI () (at Assets/Procedural Worlds/GeNa/Scripts/Editor/SplineEditor.cs:156) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)." Any advice or suggestions is greatly appreciated! Carving extension working as intended in version 3.3.14: Here's the carve extension in version 3.3.16 in a test scene with the consistent error and the preview not working properly:
  10. The following image shows the experimental, early access, Extrusion Pro cross section being extruded to create a small damn. Subscribers can get the early access version in the "We Make For You - Early Access" menu in Downloads.
  11. Clyde

    Creating a Lake with a Dam.

    Create an area on your terrain to hold a lake. If you want a dam with a river flowing from it, pick a place for the lake that has good drainage on one side. Now, you can create a plane and size and move it to where it shows how a level spot will look, so that you can modify the terrain to get what you want using the Unity terrain tools. You can show and hide the plane as you work on the area. Next, create a river with only 2 Nodes/Points with the start node at the far end (2nd node near the dam, if you plan to make one). Use the "Smooth" spline button whenever you move a Node/Point. You may need to move the nodes to get the river/lake level and flowing the right direction. The nodes should be near the same height. You can modify the terrain under each node to get the correct water level, along with the "Start Depth" value. Adjust the River Width, Vertex Distance and Bank Overstep to cover the area. If the bank doesn't meet up with the edge of the lake, you may need to modify the terrain slightly. Next, place a Dam model or use the new Extrusion Pro Extension of GeNa Pro to create a dam. Make adjustments to the lake spline River Extension for the Start/End Cap Distance to keep from pushing through the Dam model and to make sure it reaches the back edge of the Dam. Then, create a new GeNa Pro Spline and add a River Extension to create the river flow that comes from the Dam. Note that, because we used 2 separate splines for the Lake and the River, we can place them at different heights. That is it for this tutorial. If you have any questions on the process that I did not cover for your needs, please feel free to ask.
  12. Using 2 separate splines to create a dam.
  13. What are the product differences? While there are several different examples here is a basic guideline for the products: Gaia Products are for world development, global spawning, imposter generation, mesh generation, streaming, world systems, etc. GeNa Pro is level design, runtime spawning, advanced spawning, roads, rivers, etc. Ambient Sounds is for soundscapes, and audio control. Pegasus is for cutscenes and trailers, and AI driving. Sectr is for streaming (things like open world dungeons, etc.) Advanced culling, and some other really cool stuff (referring to what you can accomplish (FireWatch GDC talk as example).
  14. Adam

    Fantasy Kingdom

    Created with Gaia Pro 2021 and GeNa Pro, and the Fantasy Kingdom Spawner pack!
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