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