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impunity [2021/03/16 10:57] – croft | impunity [2023/04/14 13:44] (current) – steph.jorgensen | ||
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======Importing into Unity====== | ======Importing into Unity====== | ||
- | SpeedTrees are supported in the [[https:// | + | SpeedTrees are supported in the [[https:// |
- | SpeedTrees work in the standard rendering pipeline, and shaders can be switched to work in the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). | + | SpeedTrees work in the standard rendering pipeline, and shaders can be switched to work in the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). |
+ | ===== Version compatibility ===== | ||
- | =====Exporting for Unity===== | + | ^**SpeedTree Modeler version** ^ **Unity version** ^ **SpeedTree model file type** ^ |
+ | | 9.x | Unity 2018.3 and later (1) | .st | | ||
+ | | 8.x | Unity 2018.3 and later (1) | .st | | ||
+ | | 7.x | Unity 5.0 to Unity 2018.2.21 | .spm | | ||
+ | <WRAP indent> **Notes:** </ | ||
+ | - Shader functionality improves substantially in Unity 2021.2.0a17 and later. See [[impunity# | ||
- | Before exporting a tree for Unity, be sure that your tree is set up for real-time use by using [[kcgameslod|LOD]]. Also ensure that [[windlegacy|wind]] is correctly tuned for Unity by setting the fan to " | + | =====Pipeline |
- | If this is the first time exporting to Unity, be sure to pick one of the Unity presets in the export mesh dialog, to ensure all the export settings are correct for Unity. [[expgame|Export an .ST file]] directly into the Assets directory of your Unity project. Be sure to wait until the export process is complete before switching back to Unity for the import. You can also export it to another directory and copy it into your Unity assets, but be sure to copy the mesh and all of the textures at the same time before switching back into Unity. Otherwise the importer will not be able to find the textures. You may be prompted to fix normal maps after import, so select “Fix now” and the import process will continue. | + | {{ ::prefab.png? |
- | > | + | Before exporting a tree for Unity, be sure that your tree is set up for real-time use by using [[kcgameslod|LOD]]. Also ensure that wind is correctly set for Unity by setting the fan to [[windlegacy|Legacy UE4/Unity mode]] and tuning the wind effects, if necessary. |
+ | |||
+ | If this is the first time exporting to Unity, be sure to pick one of the Unity presets in the [[expgame|export mesh dialog]], to ensure all the export settings are correct for Unity. Export an .st file directly into the Assets directory of your Unity project. Be sure to wait until the export process is complete before switching back to Unity for the import. You can also export it to another directory and copy it into your Unity assets, but be sure to copy the mesh and all of the textures at the same time before switching back into Unity. Otherwise, the importer will not be able to find the textures. You may be prompted to fix normal maps after import, so select “Fix now” and the import process will continue. | ||
+ | |||
+ | Unity will create a SpeedTree prefab you can use as a GameObject, on the terrain, or in other places inside Unity. | ||
+ | |||
+ | > | ||
=====Placement===== | =====Placement===== | ||
- | ==Manual== | ||
- | Adding models to the scene manually | ||
- | To add models one at a time, simply drag the SpeedTree object from the “Asset browser” in Unity and drop it in the scene. The model can then be transformed like any other object in Unity. | ||
- | It is important | + | The prefab created after import can be dragged into the scene and transformed like any other GameObject. While you probably want to keep the scaling uniform, it should be noted that rotating the object |
+ | |||
+ | SpeedTrees can also be painted on terrains similar to other mesh objects. On the tree tab of the terrain and click “Edit Trees”. Add the SpeedTree asset you wish to paint in the resulting dialog, and it will then show up in the “Trees” section. See [[https:// | ||
+ | |||
+ | > | ||
- | ==Painting models== | + | =====Wind===== |
- | SpeedTrees can be painted on terrains similar to other mesh objects. Go to the tree tab on the terrain and click “Edit Trees”. Add the tree asset you wish to paint in the resulting add tree dialog, and it will then show up in the “Trees” section. Grass assets are also painted in the " | + | |
- | After selecting | + | Wind behavior is tuned inside of the SpeedTree Modeler. To see the animation in Unity, you must add a [[https:// |
- | You can adjust the switch from 3D tree to a billboard with the “billboard start” and “fade length” parameters on the settings tab of the terrain. | + | > |
- | =====Adding a wind zone:===== | ||
- | Wind behavior is tuned inside of the SpeedTree Modeler. To see the wind animation in Unity, you must add a 'Wind Zone' object to the scene. Use this object to set the strength and direction of the wind.\\ | ||
- | To create a Wind Zone GameObject directly, go to Unity’s top menu and go to GameObject | + | =====LOD===== |
- | > 3D Object | + | |
- | > Wind Zone | + | |
- | . You can add the Wind Zone component to any suitable GameObject already in the Scene | + | |
- | | + | |
- | > Miscellaneous > Wind Zone). The Inspector for the Wind Zone has a number of settings to control its behavior. | + | |
- | Since the SpeedTree has been set with Unity wind before import, the tree will now interact. | + | |
- | > | + | |
- | For additional help check out Unity's documentation. https:// | + | Your [[kcgameslod|LOD behavior]] is set in the SpeedTree Modeler, but you can adjust when the LOD changes occur inside of Unity. |
- | \\ | + | |
- | =====Changing the LOD===== | + | |
- | Your LOD is set and written into the exported SpeedTree mesh, but you an adjust | + | |
- | For additional help check out Unity' | ||
=====HDRP and URP===== | =====HDRP and URP===== | ||
- | After import, the SpeedTree meshes will have materials attached to them for the standard rendering pipeline. They will appear pink (ie shader error) | + | When using the Universal Render Pipeline (URP), there is a built-in shader for SpeedTrees that should work automatically as in the standard pipeline, though it is missing features like subsurface. With the High Definition Render Pipeline (HDRP), the SpeedTree meshes will have materials attached to them for the standard rendering pipeline. They will appear pink (ie shader error). You can switch to the standard Lit shader, |
- | Starting in Unity 2021, new shaders are available for SpeedTrees. Using the GUI on the SpeedTree prefab, extract the materials, and switch them to the new shaders: SpeedTree/ | + | Starting in Unity 2021.2.0a17, new shaders are available for SpeedTrees. Using the GUI on the SpeedTree prefab, extract the materials, and switch them to the new shaders: SpeedTree/ |
These new shaders are created in Unity' | These new shaders are created in Unity' | ||