Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 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 MarigoldFleur · Dec 18, 2011 at 07:21 PM · terrainhexagonblob

Blob light projector tiling across deformed terrain

alt text

Pictured above is what I am trying to accomplish. I'm projecting a hexagon grid onto some terrain so that when there are changes in the terrain elevation, there is still a visible grid if you look at the terrain from directly above. So far, things are working great until...

alt text

...Until I attempt to actually deform the terrain. Once I do that, the orthogonal projection stops tiling and will only actually effect the area it's being projected on to. Is there an easy way to fix this?

Comment
Add comment · Show 5
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 godxavia · Feb 15, 2012 at 09:39 AM 0
Share

i've got the same problem may someone know how to fix this?

avatar image cupsster · Feb 15, 2012 at 12:23 PM 0
Share

try to add collider ar adjust clipping planes for projector to match your terrain height

avatar image Myrddraal · Apr 30, 2012 at 06:47 PM 0
Share

I also have this problem. To be clear, it's not a question of the clipping planes for the projector. The problem doesn't occur if you don't tile the projector.

Also, in my case, the grid can appear on parts of the terrain (when it should appear on all of the terrain). The area on which the grid gets drawn seems to vary with the location of the camera.

avatar image Myrddraal · Apr 30, 2012 at 07:20 PM 0
Share

A bit more experimentation seems to suggest that this is limited by the number of triangles the projector can project onto. If I zoom out very far from my terrain, the area on which the projector is visible is larger. As I zoom in, the area where the projected grid is visible shrinks in steps. Fully zoomed in, only on little corner of the terrain displays the projected grid.

avatar image OPtoss · Sep 11, 2012 at 05:52 AM 0
Share

I have this same problem. It only projects on a patch of the terrain, and when terrain LOD takes place, patches increase and decrease in size. So yes, directly tied to triangles.

I think this is a BUG!

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Myrddraal · Sep 21, 2012 at 04:37 PM

I think I found the solution: make the projector the same size as the terrain object.

It takes a bit of tweaking to get the tiling right, but it works. The reason the problem occurs is because of the way Unity divides the terrain up into multiple meshes for creating LODs. That's why the problem doesn't occur if the terrain is not deformed.

Hope this helps.

Comment
Add comment · Show 2 · 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 OPtoss · Sep 21, 2012 at 07:28 PM 0
Share

Hey $$anonymous$$yrddraal,

Sweet name btw, I'm reading "The Great Hunt" right now!

So I know that works, but I want to avoid the inefficiency of doing that... I am assu$$anonymous$$g it is much more inefficient, but I might do some profiling to see just how much worse it is.

Thanks for the thought though. I'll try it out!

avatar image Myrddraal · Sep 22, 2012 at 03:12 AM 0
Share

I think it is worse in terms of efficiency, as it will cause an extra draw call for each extra mesh the terrain gets divided into, but I don't think there's any way around that. It's less efficient but it's the only solution that works (that I'm aware of).

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

7 People are following this question.

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

Related Questions

Why is this happening? (Terrain/Light Issue) 1 Answer

Black spots in terrain 4 Answers

Disable shadow in the Grass 2D texture Terrain 0 Answers

How do I fix my rendering issues? 0 Answers

3D Hex Terrain Generation with Height 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