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  1. Hello, 1. Question: Can I get rid of the visible terrain sews in textures? I always do spawn world when spawner. At this point I use only the texture spawner. It is visible horizontaly and verticaly as well. Especially the horizontal one looks really bad in game as its a line across the whole mountain. 2. Question: Is there a way how to move all terrains under one GameObject? I saw that in your tutorials - gameobject Gaia Terrains as in the picture from one of your devs (or does this happen only when there is single terrain? that would make no sense)
  2. Hey team, I am attempting to add a POI to a spawner. I've opened up the resource manager, dragged in the setup objects and it spits out an error that they aren't a prefab or a game object. The items were arranged in a prefab and then unpacked completely. I can resolve it by manually adding items from the project view. And by adding stuff from the project view into the scene to arrange. But I'd like to be able to move these arrangements of things between projects or use them as is without the spawner. It consistently gives this error if I unpack a prefab into it's pieces. gaiaerrors.mp4
  3. Hello everyone, I'm new to Gaia and there is something I have trouble to grasp. I'd like to create thousands of playable maps from the same biome, then at runtime the code picks one and load it. If I create the scene with Gaia and save everything, it gets very heavy very quick and having thousands of maps will represent dozens of GBs. Is there a way to have thousands of procedural maps and keep it light? Thanks!
  4. ShinanoIshiguro

    Flickering road texture...

    I used GeNa Pro to place roads on a Gaia Pro terrain for my URP project. The road displayed fine in the scene view, but the texture of the road flickered in the gameplay screen. I also tested with the road and ground not overlapping and the result is the same. What kind of problem could this be?
  5. properpixelUK

    Addressables

    Hello, I am having an issue where I am trying to use addressables, which have been working fine, but If I want to use GTS with these addressables, the GTS Profile never starts applied and I cannot seem to apply it at runtime within a build. Any help appreciated
  6. Hi There! So, I'm working with a large map for the first time. It's 2km x 2km broken up into 128 m-sq chucks. I was looking at the options for rending the terrain as imposters at distance. What are the best practices for applying this system to get maximum performance gains? specific questions: I noticed that you have to actively decide to add LOD, and that there is an "Imposter Load Range" parameter that I can use: Does that mean that I can use this in lieu of adding an imposter to the LOD? If both are valid, which is more performant? The "Imposter Load Range" parameter is initialized with a number thats higher than my "Regular Load Range" parameter": in my case I had my Regular Load Range set to 2.5 km, and my Imposter Load Range default initialized at 10,000... Would I want my Imposters to load from within the Regular Load Range, and set it to say 500, or 750 meters? What benefits do I get from converting the terrain into a mesh? is this for performance, or are there other motives? The "Copy Gaia Game Objects" option instruction says it will "Copy the game objects placed on a terrain over to the converted mesh terrain" That doesnt mean it will bake it into the Imposter for me does it? Out side of the specific questions above, I'd like to reiterate the ask on general best practices: What would be the exhaustive checklist of tools within Gaia 2021 Pro that I should to understand as it pertains to rendering a multipart map in the most efficient way? Thank you so much for taking the time to read these questions and shed some knowledge to us. It's super appreciated!
  7. I created a Trigger Loader (box collider with isTrigger checked, and SECTR trigger loader component with that new chunk assigned to it) -- but at runtime, the chunk is loaded using the Region loader, not with the trigger loader. Is there something else I need to do to make it respect the trigger loader? The documentation (p 34) doesn't give a lot of troubleshooting details: Trigger Loader This component lets you load a list of Sectors whenever a particular Unity Trigger is activated. These same Sectors will be unloaded whenever the trigger is deactivated (provided no one else is trying to load them)
  8. Bharat Sharma

    Gena errors

    Hello I was using gena for some reason, I started getting these errors. Using unity 2021.3.11 (HDRP), NullReferenceException: Object reference not set to an instance of an object GeNa.Core.GeNaRiverExtensionEditor.OnInspectorGUI () (at Assets/Procedural Worlds/GeNa/Scripts/Editor/Extensions/GeNaRiverExtensionEditor.cs:48) GeNa.Core.SplineEditor.ExtensionPanel (System.Boolean helpEnabled) (at Assets/Procedural Worlds/GeNa/Scripts/Editor/SplineEditor.cs:1144) PWCommon5.EditorUtils.Panel (UnityEngine.GUIContent panelLabel, System.String helpKey, System.Action`1[T] contentMethod, UnityEngine.GUIStyle labelStyle, System.Boolean ignoreGuiChange, System.Boolean defaultStatus, System.Boolean showVersionNumber, UnityEngine.GUILayoutOption[] options) (at <5e780e565d3b4b63836c767b4e8e9d7f>:0) PWCommon5.EditorUtils.Panel (UnityEngine.GUIContent panelLabel, System.String helpKey, System.Action`1[T] contentMethod, System.Boolean ignoreGuiChange, System.Boolean defaultStatus, System.Boolean showVersionNumber, UnityEngine.GUILayoutOption[] options) (at <5e780e565d3b4b63836c767b4e8e9d7f>:0) PWCommon5.EditorUtils.Panel (System.String nameKey, System.Action`1[T] contentMethod, System.Boolean defaultStatus, UnityEngine.GUILayoutOption[] options) (at <5e780e565d3b4b63836c767b4e8e9d7f>:0) GeNa.Core.SplineEditor.OnInspectorGUI () (at Assets/Procedural Worlds/GeNa/Scripts/Editor/SplineEditor.cs:694) UnityEditor.UIElements.InspectorElement+<>c__DisplayClass59_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <46976ad9004e4c8ca11353e8bb94e264>:0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
  9. Hello, I have an issue with the procedural World Sky. I notice today that it didn't work and try to delete the gameObject and add it back to my scene but I have this message : This message say that I don't have Gaia Pro but I do. I just re-installed it because of this message box. Do you have an idea what's going on ?
  10. Hello, I have a bug with Gaia on unity alpha version (2023.1.0a13) the editor crashes when I press Creating World in the Designer just when the Creating Terrain start. Please help me understand and fix. If you need more info, I'm here to provide it. (translated from french with google translate)
  11. Hello, we have purchased both, CTS and GTS for our project, however, they are both intended for other versions of Unity. The CTS material on terrain works, but it is not SRP batcher compatible for unity 2020, and we need compatibility. My question is, does anyone know, how to modify either the CTS or GTS shader to work with that version of Unity?
  12. Hello again, I am testing Gaia ML on my Mac and it seems to work now. I'd like to combine other ProceduralWorlds tools with GaiaML. Is this possible? Do they integrate? I think about: - Gaia 2021 Pro -> not needed (replaced by GaiaML, correct?) - GeNa Pro - Poly - SECTR - Ambient Sounds - Fantasy Kingdom - Spawner Pack (for Synty) Thanks again for your help.
  13. Not sure how to troubleshoot this one but, I switch to custom controller type, set the main player and main camera. When I click "Apply Setup", the clouds no longer render on the main camera. I can still see everything in the editor but, nothing when playing the game. Everything else seems to be working as expected. In the sky I can see the sun / moon and atmospheric coloring. I can "walk" around the level, go under water, etc. If it helps I am attempting to use the FPS Player controller from the Horror FPS Kit in the Unity Asset Store. Appreciate any insight anyone can offer. Thanks in advance. Gaia Pro 2021 Unity 2021.3.11f1 Built in render pipeline
  14. Mokyyyy

    Reduce pop in

    Hello does anyone know how to reduce the pop in
  15. Hi there. I've tested your tool (Gaia ML) on my Mac Studio M1, Monterey. I use the silicon version of Unity (20.21.3.8f1, 10f1 and 11f1). Most of it worked like a charm and out of the box. Thats great! But when I enable "Water System Mode" and set it to Gaia I will get weird artifacts. When I set the mode (to None or Third) I cannot see any water but the artifacts are gone. Do I need some additional Packages?
  16. Hello, thanks for reading my post. My end goal is to be able to create terrain in another program (Atlas Terrain) and import it into Gaia for texturing. Here is what I did. I created my terrain with Atlas Terrain. I then saved the terrain as a prefab and packaged it and its data as a Unity Package and saved it to my desktop. I started Gaia and created a terrain. I then deleted the Gaia created terrain, imported my Unity Package that contained my Atlas Terrain and data and nested the Atlas created terrain under the "Gaia Terrains" object. Finally, I adjusted the x, y, z values of the transform of my Atlas Terrain to match those of the Gaia terrain that I created. Believe it or not, everything mostly worked. I was able to texture the terrain perfectly using all of Gaia's tools. So, I was pretty happy at first. But, when I tried to add and remove trees, that is when I realized that something was broken. Well, actually, I can add the trees just fine, but I can't clear them from my terrain. When I try to, I get the error below and Unity crashes. Any help would be GREATLY appreciated. I would really love to be able to seamlessly use both of these tools. Thank you. MissingComponentException: There is no 'Terrain' attached to the "AtlasTerrain" game object, but a script is trying to access it. You probably need to add a Terrain to the game object "AtlasTerrain". Or your script needs to check if the component is attached before using it. Gaia.TerrainHelper.ClearTreesOnSingleTerrain (UnityEngine.Terrain terrain, Gaia.Spawner spawner, Gaia.ClearSpawnFrom clearSpawnFrom) (at Assets/Procedural Worlds/Gaia/Scripts/Utils/TerrainHelper.cs:1245) Gaia.TerrainHelper+<>c__DisplayClass31_0.<ClearSpawns>b__2 (UnityEngine.Terrain t) (at Assets/Procedural Worlds/Gaia/Scripts/Utils/TerrainHelper.cs:1199) Gaia.TerrainHelper.ClearSpawns (Gaia.GaiaConstants+SpawnerResourceType resourceType, Gaia.ClearSpawnFor clearSpawnFor, Gaia.ClearSpawnFrom clearSpawnFrom, System.Collections.Generic.List`1[T] terrainNames, Gaia.Spawner spawner) (at Assets/Procedural Worlds/Gaia/Scripts/Utils/TerrainHelper.cs:1232) Gaia.Spawner.ClearTrees (Gaia.ClearSpawnFor clearSpawnFor, Gaia.ClearSpawnFrom clearSpawnFrom, System.Collections.Generic.List`1[T] terrainNames) (at Assets/Procedural Worlds/Gaia/Scripts/SpawningSystem/Spawner.cs:5663) Gaia.GaiaSessionManager.ExecuteClearSpawns (Gaia.GaiaOperation op, Gaia.Spawner spawner) (at Assets/Procedural Worlds/Gaia/Scripts/SessionSystem/GaiaSessionManager.cs:5292) Gaia.GaiaSessionManager.ClearSpawns (Gaia.ClearOperationSettings clearOperationSettings, Gaia.SpawnerSettings spawnerSettings, System.Boolean executeNow, Gaia.Spawner spawner) (at Assets/Procedural Worlds/Gaia/Scripts/SessionSystem/GaiaSessionManager.cs:2454) Gaia.BiomeControllerEditor.DrawClearControls (System.Boolean helpEnabled) (at Assets/Procedural Worlds/Gaia/Scripts/SpawningSystem/Editor/BiomeControllerEditor.cs:265) PWCommon5.EditorUtils.Panel (UnityEngine.GUIContent panelLabel, System.String helpKey, System.Action`1[T] contentMethod, UnityEngine.GUIStyle labelStyle, System.Boolean ignoreGuiChange, System.Boolean defaultStatus, System.Boolean showVersionNumber, UnityEngine.GUILayoutOption[] options) (at <5e780e565d3b4b63836c767b4e8e9d7f>:0) PWCommon5.EditorUtils.Panel (UnityEngine.GUIContent panelLabel, System.String helpKey, System.Action`1[T] contentMethod, System.Boolean ignoreGuiChange, System.Boolean defaultStatus, System.Boolean showVersionNumber, UnityEngine.GUILayoutOption[] options) (at <5e780e565d3b4b63836c767b4e8e9d7f>:0) PWCommon5.EditorUtils.Panel (System.String nameKey, System.Action`1[T] contentMethod, System.Boolean defaultStatus, UnityEngine.GUILayoutOption[] options) (at <5e780e565d3b4b63836c767b4e8e9d7f>:0) Gaia.BiomeControllerEditor.OnInspectorGUI () (at Assets/Procedural Worlds/Gaia/Scripts/SpawningSystem/Editor/BiomeControllerEditor.cs:557) UnityEditor.UIElements.InspectorElement+<>c__DisplayClass62_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <15eb405d1d86410cb79965dfce1611d5>:0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
  17. https://imgur.com/a/JEE4JXV Images of my grass issues I am having with the BEPR spawner. Grass looks amazing when not in play mode. Then looks way worse in playmode. Less dense. Spaced out and not as colorful. Unity 2021.3.10f1 Gaia Pro 3.1.4-c5. HDRP Followed the youtube video on the asset. No changes to the spawners besides I had to first big rock formation spawner to get the spawn biome to work. Thanks for you help.
  18. Russ Menapace

    Ridgey terrain

    Hi; I'm new to Gaia (non-pro), and have been experimenting with it for the past few days. Today all of my terrains started having these ridges... They persist even if you make a new scene. Anybody know what I might hav done to make this happen?
  19. Hi, I recently upgraded to 3.3.0 and the Gaia Pro assets turned back to pink and I dont see an HDRP asset package anywhere. Any ideas?
  20. MetalDevil25

    White rendering errors?

    So it looks like what I'm thinking is the grass not rendering in correctly? It's all white. Not sure how to fix this. Here is a pic of what it looks like. Any help is appreciated.
  21. Hello again! Within my scene, I had a pile of rocks at kind of covering up the source of a river. This is a number of PW_Stone prefab instances, grouped under a parent Game Object. When I optimise this parent, everything renders great, but now my player can just pass through the rocks. I can see that there are no Colliders on the "Optimized" Game Objects, which I guess pretty clearly explains why. Is this expected? Is this a limitation of Mesh Colliders, or something I've done wrong in running the Scene Optimizer? Many thanks again for your help! Oli
  22. Hi! First up, I'm loving Scene Optimizer. I ran it on the my Gaia scene, picking a few choice root objects, including my Gaia terrain, and it's given me a huge FPS boost. Even in HDRP, it allows me to maintain a consistent 60 FPS that just looks great! I want to continue and broaden my optimisations. I have a number of "settlements" in my game, made up of buildings and props from 3D Forge - I'm sure you're familiar with these, as some of them are included as samples in Gaia. There are a lot of shared materials and structures, so I'm hoping there are a good candidate for optimization. In general, the buildings in these settlements are "static". However, I have added component functionality to prefab variants of these buildings that allow players to open and close doors, as well as turn on and off lights and candles. So, some child objects are not static. I was wondering if running Scene Optimizer on these settlements will have any impact on this dynamic functionality? I know I could just do it and see, but I'm very nervous of breaking my now tuned and working game!! Many thanks for your thoughts! Oli Unity 2021.3.9 LTS (HDRP 12.1.7) Gaia Pro 2021 3.3.0 GeNa Pro 3.3.21 HDRP Time of Day 1.1.0 Scene Optimizer 1.0.9
  23. Yes, it's me again. Sorry! I've noticed that the Player Culling settings keep changing, without my intervention! I have the Object Culling Settings and Shadow Culling Settings set just right for performance in my project. However, every now and again I notice a build running slowly. When I check the Culling Settings, I find they've changed. Is there something in Gaia that would manipulate these settings without my permission? Thanks for your thoughts! Oli
  24. Hi, Sorry I cant edit my original post from last month as it is locked. https://canopy.procedural-worlds.com/forums/topic/1256-gaia-water-and-imposter-meshes/ Anyways, other tasks came up and unfortunately I wasn't able to resume this until now. I think there may have been a misunderstanding in what I was asking. Essentially I was trying to figure out if gaia ocean supported imposter meshes. Lets say I have a cargo ship and I want to prevent water appearing in the hull, does Gaia support that? The answer I received originally was about Disable Underwater FX Trigger. and that doesn't appear to do what I want, unless Im doing something wrong. Essentially I want to be able to disable the water inside the shapes below for example. Is that possible with Gaia? https://postimg.cc/PvxR6Ktg
  25. Dreamwalker

    Stop Raining Indoors

    How do you stop the rain when you go indoors?
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