This can also help with lining up edge materials. Note that the sharp behaviour can created undesired spikes at extreme angles. If you've got any questions, or suggestions for future additions, do let me know! A feature I get asked for a lot, I figured out a way to get this one in! This update should make your edges look a fair bit better than they used to, and I managed to chase down a number of bugs throughout! The value is multiplied by the edge's height. No tile-sets, no placing tons of objects, no manually tweaking piles of collider objects, just pick a terrain material, and set up a path! If you're really into controlling exactly how your terrain looks, then you'll definitely like this bit! If you don't like the default border, set your own values here! Inner Left and Inner Right are caps that are applied at inner coners exterior angle is less than 180 whereas Left and Right caps are applied at outer corners exterior angle is greater than 180. Similar to Connected Sharp, but changes the distribution of the collider shape. Games Ferr2D has been widely used since 2013, so there are many fine examples of Ferr2D in the wild! Also included are an example of using code to edit a Ferr2D terrain during runtime, and an example of assembling an infinite runner style procedural landscape. I had originally intended for it to be a simple update to remove some warnings caused by Unity 5.
There is definitely some cool stuff coming down the pipeline for Paper2D! It's an ideal tool for outdoor recreationists, real-estate professionals, farmers, ecologists, archaeologists and others who need to create basic maps, calculate areas, lengths, bearings and distances. It is designed to be used with rectangle caps for adjacent edges. This represents the spacing of the samples, so lower means more detail. This can be extremely helpful for lining up edge materials better. Additional edges are accessible in the scene view through the edge override handles. Ferr2D Terrain Material Editor The Terrain Material describes how materials are applied to the Path Terrain.
I had originally intended for it to be a simple update to remove some warnings caused by Unity 5. Just pick a terrain material, and draw a path. If you're trying to reduce the number of vertices, or improve scene sizes, keep this as high as possible without losing quality. I'll also use Ferr2D in some of my games, so you might see some small updates coming from that as well! This tool was originally created by Softree. Check out the new stuff below :. This was simpler to implement, but ended up stretching the textures a lot more than necessary, especially when path points were close together.
This will do its best to preserve vertex colors through terrain edits, so any vertex painting you've done doesn't get wiped when you update the terrain. In previous versions, texture segments were stretched out between each path point. Your particular inspector may look slightly different as a result. If you're switching Collider Modes after you've prebuilt collders, it's recommended that you delete the collider components first. This pairs well with the Fill Mode Invert for interior spaces. Tim If you missed it, you can find the that details when specific features are looking to be ship-ready and implemented in the engine! It wasn't an enormous issue, it didn't occur a ton during most use cases, and the scaling feature could be used to correct this manually. Generating tangents is a little expensive in the editor though, so it's not enabled by default.
In the new update, texture segments are now sliced independently of the path points, and are more evenly stretched out across the entire edge! They also contain collision information, so you can customize how your caps behave physically. No tile-sets, no placing tons of objects, no manually tweaking piles of collider objects. Link to Ferr2D terrain tool Ferr2D terrain tool gif Screenshot from Rayman Origins Hi Alucardac, We currently have Paper2D that is being developed for the engine. There is a feature for terrain spline with sprites for something similar to the terrain tool you have above. And fog is awesome : Future Plans Right now, I've got a big project to work on, 52 games will keep me pretty occupied! Note that the sharp behaviour can created undesired spikes at extreme angles.
Terrain Tools provides a set of tools that allows you to create maps. Check out the new segment locking mode! Pipe materials, wavy shaders, and per-control point scaling! This update should make your edges look a fair bit better than they used to, and I managed to chase down a number of bugs throughout!. Tons of options for customization and control! You can also create new materials through the 'Create Updated Material Object' button on the old assets, and relink them manually. Colliders will now ignore any edge rules in the Terrain Material, and will follow the path exactly. Most of the demos show how you can use the terrain and put together a scene.
With unsmoothed paths, significant bends would frequently result in squeezing the edge along the vertical axis, adding extra distortion to the texture. Here's a few to get you started, but check out the section for a larger list with trailers! If you're looking for a more organic or smoothed corner, this may fill your needs. The value is multiplied by the edge's height. You'll notice the position widget change when you press this. Alternatively, you can drag select all the control points, and shift the terrain around to more specifically control the origin. If the randomly selected sprites aren't what you need, feel free to go edit them by hand. Ferr2D will keep them up-to-date as you modify your terrain.
The most popular versions of the tool 6. Truth be told, I probably should have added this one in a long time ago, but it's there now! Edges switch texture automatically, and colliders create themselves! Should Segment Lock Mode More control! Can result in spurs that stick out sometimes, if this is a problem, try the Connected type. If you hold your mouse over the color bars over the specific features you'll see that it lists when it's expected to be ready. Games Ferr2D has been widely used since 2013, so there are many fine examples of Ferr2D in the wild! Complete Changelist Here's the full changelist, with some of the smaller changes listed too. This will automatically create new material assets and connect terrain objects to them! This is multiplied by the cap's width. Just pick or create a terrain material, and set up a path! Check out the new stuff below : Better edge slicing! It can be handy for adding a subtle parallax effect to the edge.