Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by gato negro · Mar 20, 2013 at 04:16 PM · iosterraincullinglarge

How do I handle Large Terrains in IOS?

Hello, Im a newbie to Unity but not to GIS. Any help appreciated.

-What would be the best way to display large mountain ranges in IOS?

-Do the terrains need to be stitched together, culled, or loaded separately? Any recommended tools?

-For Terrain Textures would one recommend using photo textures, or reproduced environments utilizing Splat Maps?

-Can the splat map be replaced by a low res billboard at a distance?

Thanks for any feedback!

N

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by ikelaiah · May 04, 2013 at 06:44 AM

I'm not sure. I am looking into it myself. Perhaps splitting up the terrain or mesh into smaller pieces that contains < 5k verts (depending on the scale of the terrain). Then set up a trigger that is bigger than the pieces. When the player enter the trigger, then Application.LoadLevelAsync("levelName"); When the player leaves the trigger then do Destroy();

Additionally, store all the smaller mesh pieces by using AssetBundle. So these pieces can be downloaded (and destroyed) as needed.

I'm sure there is a better alternative then this suggestion of mine.

Comment
Add comment · Show 6 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image whydoidoit · May 04, 2013 at 07:31 AM 0
Share

Sounds like a good idea to me. You can use Stichscape to join adjacent terrains and there are other tools that do the division for you.

avatar image whydoidoit · May 04, 2013 at 07:31 AM 0
Share

I converted your comment to an answer, because it is one ;)

avatar image ikelaiah · May 04, 2013 at 10:49 AM 0
Share

@whydoidoit, Thanks for your edit. Is there a tool that does mesh division for me? I looked all over the place and found none. Could you please give a link to that? I am using Blender and $$anonymous$$eshlab to process terrain data.

$$anonymous$$y mesh is very dense, 200k vertices medium res, and we re required to do a higher res terrain to capture the topology at greater accuracy, which means, >500k verts. I'm still sitting silently and pondering... where to go from here to get into iOS.

avatar image whydoidoit · May 04, 2013 at 10:56 AM 0
Share

There's one whose name I've forgotten and couldn't find it googling in my phone. $$anonymous$$egafiers has a terrain plugin and us generally brilliant, but I've not used that particular feature. Will try to remember the other.

http://www.west-racing.com/mf/?p=3213

avatar image ikelaiah · May 04, 2013 at 11:04 AM 0
Share

@whydoidoit, ah! I know that plugin. The reason I didn't use it because our terrain model is so complex and lots of overhangs. DE$$anonymous$$ and other heightmap do not show overhangs.

Show more comments
avatar image
0

Answer by gato negro · May 04, 2013 at 01:55 PM

Hi Guys

Im new to the forum and I posted a huge long reply and its gone. sorry.

we are working with raw heightmaps because we use splat maps to position textures, trees, details, etc the heightmaps are based on geo tiffs we havent worked with meshes yet, can splats be applied to a mesh?

stitchscape was not working, sorry star scene... terrain slicing and neighboring kit working good so far.

problem is tiling system & projection UTM- tiling not always square(bad)- units meters(good) Lat/Lon- tiling square(good)- units degrees(bad for pixel res)

global degrees- 360 google/map tiling pixel units- 256 (global map is LOD level 0) 256 pixel texture.

In order to create global tiling textures in power of 2 one needs to base on 256 units? What about Local areas with higher LOD?

We are working on that plus other geo based solutions, any feedback appreciated.

elgatonegro

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

13 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Disable Culling for Terrain 0 Answers

Realtime shadows iOS 0 Answers

How can I make terrain for iOS game? (re: terrain engine alternatives) 1 Answer

Terrain Occlusion Culling 3 Answers

Working with large terrains, small brush size 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges