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Artist-friendly procedural foliage generation tool for the Unity Editor. Experimental, not for production use.

License: MIT License

C# 100.00%
foliage level-design package unity unity3d vegetation

foliagetool's Introduction

GeekBrony ๐Ÿฆ„

  • ๐Ÿ’œ Pronouns: they/them
  • ๐ŸŽฎ Unity Game Developer
  • ๐Ÿ’พ Software Developer
  • ๐ŸŒ Network Engineer (AAS)
  • ๐Ÿฆ„ 3D Artist

Skills / Experience

  • 6 years - Unity Engine
  • 6 years - C# (.Net / .Net Core)
  • 3 years - PHP
  • 3 years - SQL / Database Design
  • 2 years - Java

๐Ÿ“š Currently learning...

  • C (C99) and C++ (C++11)
  • Unity Engine
    • Tools Development
  • .Net Core
    • Entity Framework Core
    • Asp.Net Core

Current Project: PoniGame

Since 2018, I have been developing PoniGame, an MMO Sandbox with cute pastel ponies. This is a personal project that I have been working on as a way to learn and understand the processes of game development.

As a Backend Developer, I am responsible for:

  • Developing the game's backend service architecture, to scale.
  • Maintaining a .NET network messaging framework, shared between client and server
  • Designing a database from scratch using Entity Framework Core Code-First with PostgreSQL

foliagetool's People

Contributors

ansismalins avatar geekbrony avatar

Stargazers

 avatar

Watchers

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Forkers

ansismalins

foliagetool's Issues

TerrainData.SetDetailLayer received zero-sized data.

In the Refresh() coroutine, when iterating through multiple terrains, we don't first ensure that the bounds of the area intersect with the terrain before continuing, so the terrains receive a call to TerrainData.SetDetailLayer() of zero size.

SyncFoliage causing details to disappear with non-equal foliage counts

This problem arises when refreshing or syncing the FoliageTerrain component, as long as the last DetailPrototype count is different from the current count.

Steps to replicate

  1. Use FoliageTerrain with a basic biome with one foliage asset.
  2. Refresh FoliageTerrain
  3. Create a new biome with another foliage asset that isn't already on the terrain.
  4. Assign a new brush to the new biome.
  5. The entire terrain outside of the brush will clear.

Workaround

Refresh the affected terrain again through the FoliageTerrain component.

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