radiatoryang / hedera Goto Github PK
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License: GNU General Public License v2.0
paint 3D ivy in the Unity Editor, watch procedurally generated meshes simulate growth and clinging in real-time
License: GNU General Public License v2.0
Hello, I imported the unity package from Releases into my Unity project (2019.4.8f1). It warned me about obsolete APIs, then I got the following error:
Hedera\Editor\Scripts\IvyEditor.cs(282,18): error CS0120: An object reference is required for the non-static field, method, or property 'SceneView.drawGizmos'
Then underneath it:
Some scripts have compilation errors which may prevent obsolete API usages to get updated. Obsolete API updating will continue automatically after these errors get fixed.
Do you know how to fix this?
Thank you!
hi mate hedera great job. congratulations. Is there a way to do this in the runtime and not the editor?
Hi,
At the start I wannt to say that this plugin is awesome. I have an issue with exporting to obj. Don't know why, when I press that obj button it ask to hide/delete or not instantiate but when I pressed any of them it saves empty object. Maybe I'm missing something here. My Unity version is 2020.3.4f1.
if anyone is an expert at the .asmdef stuff, I can't seem to get it to work... I can get the C# to link together OK, but it falls apart when Unity Editor can't seem to link IvyEditor to IvyBehavior, this breaking the inspector
pull requests are welcome
First, thanks for this tool! It's incredible.
I am building a blocky environment out of mesh colliders. Painting Ivy works correctly, but ivy that grows around corners (say across a roof then down a wall) fails to respect the new surface and does not calculate the new adhesion normal.
It results in unrealistic looking growth, and leaves that only respect the initially painted normal.
It's because of the "find closest point on a mesh collider" logic. It is looking at vertices, and in my case the nearest vertex is very far away (big blocks!).
I have coded a dirty solution for my case : to find the closest point on a mesh collider I send many ray casts outwards from the start point in a rough sphere.
It seems to fix the issue! But obviously it's even slower (by how much I'm not sure).
If you want me to make a PR with my dirty solution let me know :)
Hi @radiatoryang ! First off, I'd like to say : HATS OFF TO YOU! This is a work of ART! KUDOS to you my brother! PLEASE keep working on this BEAUTIFUL work of art! <3 Second, I'm having a hard time understanding some of the functions being used in some of the code. I am studying the code in order to learn procedural generation of plants & I think that some of these functions may rely on the use of a DLL file. I would like to ask if you could possibly make this DLL-free. In other words, I would like to ask if you could possibly put the Source code of the DLL into Unity CS form. Or if there's some way you could make it an Open DLL? Either way. Anyway, once again, KUDOS to you, my friend & keep on keeping on with this project! It's BEAUTIFUL! <3
Sincerely,
Thundros
When I push "paint", click and drag mouse in editor window - nothing happened. I just select objects in editor, like usual. I'm using Unity 2020.1.0a17 and HDRP 7.1.7.
This is planned for the far future when I have time again, maybe Summer 2020 -- but it wouldn't be very difficult to expand Hedera to simulate grass and trees, and become a complete foliage solution.
Most of the hard part was figuring out the Unity Editor file architecture and core mesh generation. In theory, grass and trees are just another type of ivy: grass is ivy that spreads laterally and points upwards with no branches, and trees are ivy that branch more readily and grow upwards / avoid walls.
But this is pretty low priority for me -- there's already a lot of grass and tree plugins out there, and skilled Hedera users can already use it to paint trees.
It's all in the title, can't orbit in editor while painting because Hedera takes the input as any left click. Pretty awesome apart from that.
Unity 2019.4 LTS
not sure when I'll get to these features, if ever, but here's what I'm thinking about for the semi-distant future
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