Unfortunately, I need to use tiled terrain in Unity.
I’ve built and exported a full terrain, re-imported into another file to export into tiles. If I turn blending to 0 bringing the tiles into Unity there are large noticeable gabs (height differences) between each tile. So I turn blending back on and they fit together (but have the noticeable blending issues).
Another problem… and I think it may be with the latest WM update. I now need to export the height map without Y-flip, and then the bitmaps with Y-flip on on a separate build pass. This gives me a reversed terrain in Unity but is the only way I can seem to get the bitmaps to line up (face the same direction) as the height map.
Has anyone good working experience with WM tiled terrain in Unity?
Hi there,
Can you explain further your re-import issues? Especially if the terrain was previously built as a single file and you’re just re-loading it, there should be no difference between blending and no blending, nor should there be height differences between tiles. Can you post an image showing the problem?
I can double check but the Y orientation of tiled output shouldn’t have changed any in recent WM versions! I am not quite sure why Unity interprets heightfields and bitmaps differently in terms of origin.
Hi ionside, I’m currently working with Unity and tiled terrains. I can’t help you with the blending- I usually keep default and have never had any issues. As for tiled sets I often find I have to flip the tile naming, so that the tiles are named 0,0 starting top left and going right or top left going down, etc, (WM uses 0,0 at bottom going up). On small tile sets you can just rename the tiles manually but with large sets it’s a pain to do that. I’ve got a perl script which might be of use to you- it doesn’t flip the terrain in any way, it just renames tiles. For the script you’d need to install perl though on your system.
I don’t really understand why you have to flip the terrain and not the textures…odd that.
monks
Hey thanks for the replies, Remnant and monkschain.
I wasn’t able to fix the problem, I am blaming it on Unity though. I am wondering if it is some setting I’ve tweaked somewhere along the line, I just can’t track it down.
The tile renaming for the flip makes good sense, and yes the bitmaps definitely need to be flipped to match up with the height map.
I’ve ditched exporting tiles and have gone the route of exporting a full terrain as a mesh into a 3d package (so no longer have screenshots sorry of the op issue), then chopping it all up from there. This works pretty well as I can add tweaks and integrate man made objects into there too.
I’m absolutely loving World-Machine by the way! Our project is coming together well because of it.