Unity terrain performance. Pixel lighting is calculated at every screen pixel.
Unity terrain performance Page last updated: 2013-08 The Terrain Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. Therefore all my veggies are regular GameObjects. Unity includes these resources in your Player build when you have at least one Terrain Unity uses optimizations like billboarding for distant Trees to maintain good rendering performance. If the author could optimize this to bring it closer to the performance of his competitors then I would consider using it. I guess with one mesh you take the risk of having it eat memory and computation time, or having it too big to edit easily. You have to use trees in a different way though. The Profiler shows you how Use pre-calculated low-poly models for far-away terrain LoD, unless you don't mind having a low view distance. Here’s a few quick details: Unity version 2020. with be modelled seperately. Pixel size depends on your screen resolution. In my game Lunar Flight I have several maps, 2 of which run over >60 FPS but one of them is have significant performance issues(<30 FPS) and the only thing I can think it is is the heightfields topology. I want to paint a terrain with some detailed stylized textures and now wonder what is a good value for getting good results and allows painting smaller details onto a map while also being performant? I am testing right now with this settings: Is a terrain automatically using LOD based on distance or culling? Any info welcome! Texture painting. Multiple Terrain Optimizer. I started using it very late in the development cycle of my game, only because I wanted to use a paid package to extend the functionality (terrain blending). Sell Assets. When I Texture painting. Is there any terrain system or shader out there that outperforms Mesh-Terrain? Maybe Microsplat? We want to avoid rolling our own I have been developing my game for some time now and i have a total of 12 big terrains. Yep’ unity’s build-in solution, the vegetation is set as trees. But there is a minimun limit of number of triangles. Further performance improvements with automatic spatial partitioning. This is a simple scene with Low-Poly Objects, however on my mid-end PC I get between 60 and 90 FPS When I disable drawing of the terrain or the If you have performance problems related to your terrain, consider splitting it up into a number of smaller terrains and only loading in terrain sections that are in the player’s immediate location. I’m Use terrain for mobile (T4M on the asset store). We want to place trees and grass on various places however we need to use the Unity terrain in order to do that efficiently due to the optimizations offered by the terrain system when it comes to billboarding trees and also rendering grass efficiently. Raycast for reference; I created a 20002000 terrain, with dozens 10010*100(xyz) cubes over it, then every frame I cast a lot of Raycast from [x, 1000, z] downward (x and z are among [0,2000]). Pixel The smallest unit in a computer image. For maximum performance, limit each of your Terrain tiles to four Terrain Layers. Is URP like specifically designed for a you can use four Terrain Layers per Texture pass, with no limit on the number of passes. I opted to use regular meshes over the terrain system for three reasons: The first is that the default Unity terrain system is very poor on performance for the Hi guys I want to make an open world game So I need to do a very huge map! I know that if a make a big terrain, Unity loads it all killing my RAM 😃 Is splitting terrain in smaller terrains a good solution to solve the problem? How can i do it simply? Are there other methods to increase performance using a very very very very huge terrain? Another thing I’m doing this Unity terrain is expensive both in draw calls and general performance. In the Unity Editor, you can create multiple Terrain tiles, adjust However, be prepared that your terrains will not look the same as standard unity, no matter how hard you try. This will enable me to show ultra-precise surface details, which I can’t Find this & other Terrain options on the Unity Asset Store. This improves performance for far away patches. If you add a new Terrain tile without any Terrain Layers, and paint on it, the system automatically adds the selected Terrain Layer to that new Terrain tile. This section explains the various options available for terrains and how to make use of them. Rendering terrain is quite expensive, so terrain engine is not very practical on lower-end mobile devices. 5ms This third scene Hey guys - I’m pretty new to using URP with VR and would like some information/opinions on my settings to see if I can resolve the performance issues I am getting. each pass increases the time spent rendering the Terrain. The performance claims couldn't be confirmed (at least in my project). 1 v1. What should i do? Should i use another program to create terrain and import to unity or is there something i should know about using Unity’s terrain tools on a mobile game project? I am using Unity Terrain to create some basic landscape but I have the impression that the performance impact is significant (or at least, way more than I was expecting): This is the situation with a simple plane, this scene uses 4k tris, with a GPU at L2 the app time is 7. For the car physics I found another asset. Really, if I go the terrain route, I will have to accept low poly and I can't texture it properly (can't paint texture in Terrain, Graphics, Performance, Android, Beginner. Don’t create too many leaves and branches, because this can reduce performance. Then, select the height map you have export from L3DT. I tried again in 2023 now, and I see that higher-end devices have no issue but devices from 2016 are still running the grass too slowly. 1/3. Home. Get the MicroSplat - Trax package from Jason Booth and speed up your game development process. Add-Ons. And I had like 8 layers all mixed I have a question regarding the terrain rendering. I am not sure how to achieve several lines yet. Disabling shadows everywhere. The There are couple of things you can do to increase drawing performance. 10f1 Target platform is Quest 2 Prior to using URP the standard pipeline was in use and 60+ FPS was constant without issues Using reflection I've built an environment with standard Unity terrain of 2X2 km (2000 Unity units) with MicroSplat shaders and populated it with approximately 100,000 trees and plants (so far, likely to double) in addition to the roads (EasyRoads3d) and buildings (simple cubes for now, to be replaced with more complex structures with a lot of individual or atlased textures). e. I can confirm that the default Unity Terrain shader for URP suffers extreme frame rate drops on the oculus quest even when I strip out the normal map from every texture. Think of the terrain tool as a modeling tool, not as the final Also, what to set my terrain settings to for best performance: Lightshot. 5p1 (though I see no difference running Issue: Because of this littel grass shapes, the performance brakes down to 12 fps!?! By comparison with the Island demo which use hundreds of bushes and trees it achieve >>180fps - on the same hardware! Issue: When the camera moves close to the grass it switch on and off, grass by grass near the border of the camera view. . With a mesh you have 1 texture that is spread over I'm just trying to figure out if I should procedurally generate with terrains sprinkled with the occasional prefab terrain chunk for a few specific POIs, or I’m working on a game that uses the terrain system, and finding that it is taking up the VAST majority of my draw calls. I can’t decide about the terrain. Which is a huge drop, is that normal? The splat shader has 3 256x256 seamless textures plus From my experience, I can only guess (because the terrain system is one of the most opaque of Unity’s black boxes - even getting staff to spill the beans on its inner working is rare) that the CPU problems are caused by shoddly-written single-threaded code for culling and redundantly setting the plethora of material parameters used by the terrain and its brethen. Unity’s terrain has a LOD already implemented which you can observe by changing the shading mode in Unity with “Shaded Wireframe”. Editor GPU Instancing simulation. At least this was my conclusion after my research for our large open-world game Eastshade. I plan to use a 6x6 grid of terrains (36 terrain objects), each sized 280x280 units. I barely added any, it was only about 900 instances. 3D. I am trying to model an area that will be 2159. Microsplat on the other hand has a setting to turn off normals in the shader itself (which allows me to author terrain and potentially reword the terrain art in the future). Lowering terrain width/length/detail resolution per patch/detail resolution etc. Vegetation Studio is a vegetation placement and rendering system designed to replace the Hello, Unity Physics currently doesn’t support the conversion of the classic physics Terrain Collider - yet. 4ms This second scene uses 24k tris, the GPU goes to L3 with an app time of 9. More info See in Glossary features that you can use to add landscapes to your game. Other than @snacktime based on my testing, even if there is partitioning done on Unity’s end, it’s not efficient for constant runtime updates to the heightmap. This looks very unnatural! That effect does Unless Unity’s terrain system performance has improved dramatically in the last year, meshes are actually far better for performance. In unity 3 here is a open variable (detail resolution per patch) which was originally hard coded on 8. ron-bohn August 20, 2024, 4:08pm 10. VFX. Let’s begin Hi, I recently added grass meshes onto my terrain via “Paint Trees” and my performance went from ~150 fps to 30-35 fps. I'm using this in my online RPG game anyway (with the exception that I only use Unity3D for level design, not for the actual game). Other Settings. If you add multiple Terrain Layers, use the Paint Texture tool to apply subsequent Textures to your Terrain. CopyActiveRenderTextureToHeightmap Must the GPU be synchronized Hello i am new,i made an empty tarrain with textures with Gaia pro 2021 and a main menu and a character, But when I build for android the game runs too slow for instance in redmi note 9 phone,i see the pubg game runs in this phone or even older phones smoothly due it has big tarrains with trees,pls tell me what to do with tarrain to run smoothly on android Hi there I’ve tried several years ago to display grass on mobile using Unity terrain. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. API to manage instanced terrain detail prototypes at runtime (Examples included). This might actually be worse than just one terrain If there are any terrain experts, I would greatly appreciate your opinion on possible performance problems, before I start work. A lot of years have passed and Unity has improved a lot, from render pipelines to lighting, even the ECS and DOTS systems have been added, the Unity team is working really good. When i use Unity’s terrain and run on mobile phone the game become laggy. You should be fine using it as many people have Why not do some tests for yourself? As for culling, that's a pro feature, it comes with the iOS I believe Texture painting Hi Everyone, The Graphics team and I are thrilled that you can now access all the new graphics and rendering features in Unity 6, designed to enhance your project’s performance and elevate visual fidelity. In our latest game for console, we just got rid of it and are using splatmapped meshes instead, without lod, Find this & other Terrain options on the Unity Asset Store. If you need to reduce it, the use of meshes with blender can solve it but there is Hi, I have a 512x512 meter terrain with these settings Note that details are not drawing, plus there is no detail defined on the map. The Canyon map which has heaps of steep ravines runs slower, I’m guessing this is because the dynamic LOD I’ve tried searching but I can’t find an answer to this problem. I thought it was just going to end up with a basic mesh Vegetation Studio Features We are happy to introduce Vegetation Studio, you can find it here on asset store. Audio. You can increase your height map's resolution to an infinite degree but unless you actually increase the density of your terrain's polygons, nothing will change performance-wise. This game is scoped as a PC VR experience. We used unity terrain for the first two years, then ended up switching to meshes and it was absolutely the right decision. . I tested empty scene with Terrain on Android, running at 60 fps with few basic objects, turning on very basic terrain ( no details, 200 size, one texture ) drops the framerate down to 30 fps. Sale. Currently, I only use two textures from each of the arrays and I am already getting a low frame rate. Granted I do not have much experience with it, however I did follow the guides I could find in order to set it up. Each terrain object will have a different (i. I’d go further and say that making your own collision API specificly for the terrain would also drasticly improve performance, simply Terrain in Unity isn’t great for performance. This is clearly visible the larger the terrain gets. Hello there, I am making a custom terrain shader for my infinite mesh terrain. Are there any more recommendations out there to get utp terrain more performance on the oculus quest? I’m working on a 3D top-down shooter project. Each Terrain The landscape in your scene. You could use LOD to decrease the vertex count of those trees, and thus decreasing time required to go through all the vertices being drawn. A 2k+1 resolution Terrain, updating one vertex with a single element array at the desired location using SetHeights and it takes over a second to update. But well, I had taken a simple test on Physics. So I thought using the DOTS Dear Unity Community, I’m using a Unity Terrain in our game. Hi! I’ll work on a RPG game, I have some sketches already. Any other non-grass optimization tips are welcome too. Pixel lighting is calculated at every screen pixel. For debug I toggle terrain on and off each secondf. Using meshes will nearly always result in higher performance in my experience. This is mostly I thought that I probably will encounter a performance issue with mesh terrain and I'll have to switch to a terrain somehow when a player approaches the surface So I did some quick research and it seems like in some cases meshes are faster than the terrain, mainly because Unity terrain produces much more draw calls than a mesh would. More info See in Glossary system uses Unity engine resources to function correctly. For I see terrain tutorials on youtube with lots of trees and grass, but I can’t see a way that would run on my machine? I’m not even talking about a low end computer, mines a i7 Is there a difference in performance if I have a flat terrain, or if the terrain is sculpted high like a mountain for example? So for example if I am looking in a direction with no raised Problem: I used to have 110+ FPS (with V-Sync disabled), but now FPS won't go above 20, I used trial and error to find out the culprit and it is the terrain, once disabled in playmode, FPS shoots up to it's old result. Can someone please let me know if there is anything i can do about it ? Thanks Luke Separate meshes would be easier to edit, duplicate or replace, probably better performances but at the risk of overlaps or holes because it would get hard to keep connected cleanly. So I planned to model the rough terrain model via digger in unity as a terrain, export it to blender, then sculpt it and texture it there further. Is there a limit? Are these details combined and grouped in say4’s? If a terrain data contains a detail mesh but does not include it in the terrain scene, does it still use memory? And lastly, could I get away with 32 detail types? I’d really I still have some doubts, do I need to go with the Unity terrain system or use mesh generated using some 3d party apps like Blender or so? I’m working on a mobile app with an open 3D world and 3d person-view camera. What’s the best way to do this without sacrificing performance? Are there ways to “downrez” the terrain so it’s the amount of triangles and The Terrain The landscape in your scene. Terrain with Trees Painting Trees. Have you ever wondered how open worlds in video games work performance-wise? In this tutorial series, we’re going to explore just how video games deal with huge worlds and make the best use of the processing So I read through the TerrainLayer official docs and noticed this: you can use four Terrain Layers per Texture pass, with no limit on the number of passes. Ability to use prefabs with LOD Groups on Unity terrain. This can help to improve the performance and visual quality of your Hi there I have a question regarding this newer Terrain method: Unity - Scripting API: TerrainData. overall the performance is okay, the custom shader the vegetation has helps a lot, with its own culling method. I’d like scale it in world units (ie, 1 = 1m), so I can do in-game things on it without having to convert units all the time. In BIRP empty scene I get 300 FPS, in URP its 160. Find this & other Terrain options on the Unity Asset Store. Cancel. I ported my project over to it and I’m getting 40 - 50ish FPS compared to BIRP 200. More info See in Glossary Error: Simplifies the generated terrain to Texture painting. What’s the current status? Is there any asset package that would render grass with decent density on a device that runs Hi, I wanted to ask if anyone knows what is the most performant version of terrain in URP (used for low-end Android)? My current knowledge is that Mesh-Terrain outperforms URP-Terrain with Default Shaders by an order of magnitude. More info See in Glossary has the following keyboard shortcuts enabled by default. Rated by 85,000+ customers. As you might already know, Unity’s Terrain materials are constructed by Terrain Layer assets. See Lightmapping Quickstart for help. Tools. Captured with Lightshot. This scene take place well above the tree line in a mountain. Street crossings etc. Each grass prefab has LODs set up and are very optimized in terms of poly count (~5-10 polys each). Keys Function; Comma ( , ) and Period ( . And there i a huge difference with it on or off. Is The height map is just used as a guide as to how to model your terrain, and after the terrain has been modeled, the height map is discarded. And that’s with just a terrain with hills and two waters. I would be very thankful for any information about Unity terrain performance and how it may perform against hand-modeled terrain in our case. Screenshot. I've worked a lot with terrains, even wrote an editor in my previous life, but never with Unity Terrains. I am pretty good at making Terrains. I figure to make the racetracks, I probably want to use Unity terrain since I’m absolutely horrible at 3D modeling outside of Unity. However, from what I can see, you will have an insanely large amount of these terrains. x, but most of the articles i’ve been red concerning Terrain (by terrain I mean the ground itself) is a little outside the scope of this article, but I feel it’s important to note that I don’t use the built-in Unity terrain system. , unique) 1024x1024 pixel texture mapped to it. Is there anyway to fix this? The terrain I’m working on is only 500x500 so I would think it would run just great, since that is 1/4th the What’s up guys! So I’m making a racing game, and I’m aiming it to possibly be a rival of mobile games such as Asphalt etc. using UnityEngine; public class Example : MonoBehaviour { void Start() Hello all, I am using a fairly large map 10240x10240 along with World Streamer. Changing this value will wipe my splat-maps clean and i would have to re-texture my entire terrain. The Paint Trees button on the toolbar A row of buttons and basic controls at the top of the Unity Editor that allows you to Ray tracing renders a more realistic terrain, but has an impact on performance. Let’s ignore grass Heck adding a ocean (with regular Water) and a tiny puddle killed my performance. This option isn’t available in the Terrain Toolbox window, which handles multiple tiles at once. I’m trying to understand the terrain system. 30 frames drop for basic terrain seems crazy. The scene is very simple and the game run very well on computer. I’ve seen some people paint these on using something like QuickBrush, so I tried hand Now, we are going to import the height map and the texture map into this terrain. I use Tiling And Just learning Unity mostly because it seems a fun way to get C# on my resume to go with the other languages I already know, but it seems I bang my head against the Unity classes more than C# itself. It is important to set the Terrain Size to be the same as the L3DT map size (512×512). Templates. As per comments I attached a screenshot of profiling ; Note that FPS was 100+ with all above features at You need to test performance with your REAL environment. The performance was horrible. Anyway when I’m trying to edit my terrain, whether it be lowering/raising or painting, the brush is very laggy, stuttering, choppy, very annoying. Jaimi September 30, Test your trees on your platform, and create simpler trees if performance is low. I am trying to understand whether I'm tanking the performance greatly or not. [EDIT] I tried this again in Unity 2018. Splitting it up into smaller pieces is in fact the way some people have tried to improve performance. Lowering terrain details density, count, you name it. I don’t think Unity’s built-on terrain tools support this functionality, but I’ve not checked in a long time, so it may be different now. Essentials. After all that work I found what you are saying about performance is true (the tools all basically use Unity Terrain Hey I was looking at your game you made (the massive open world one) And was curious, how did you make it where it’s literally massive without performance killing the machine? A few people messaged me and I have thinking about how to get more performance with my fully of mountains terrain Not sure if this is good but my idea is : Replace 1 big terrain with 4 littles ones as the image shows: Here the terrain is divided by 4, the blue brush is a road green X is a trigger When the player car touches a trigger, the engine disables the previous terrain, in this case, if The Unity Editor includes a built-in set of Terrain The landscape in your scene. Decentralization. Many square terrains will be attached together, stiched with a tool. The AdjustTerrainDetail script is a simple utility for Unity that automatically adjusts the terrain detail and quality settings based on the player's position in the world. You said they were pretty far away. Is this just inherent to terrains? Are there optimization settings I’m First you need to find out what exactly is costly. i looked up the Nature Renderer seems, interesting once I can afford I might get it. There are components in the built-in component list that are not compatible with ECS, and within some of the Hello anyone, I’m new to Unity, a beginner in scripting and this is my first post, so nice to meet you! I have this problem: I’m using a script to make an ojbect modify the terrain in real-time when a collision is detected. system December 29, 2010, 10:18pm 2. AI. Maybe I should not bake Occlusion Culling the terrains. Texture painting. You can lightmap terrains just like any other objects using Unity's built-in lightmapper. Changing the value from 8 to 32 or 64 saves me almost a 100 draw calls. I am using free version of Unity. Sale Sell Assets. 2000 rays → 3ms per frame for raycast Painting with Terrain Layer materials. Some villages, dungeon entrances, caves, rivers, forests etc My pros-cons lists: Unity terrain: pros: -multi texturing -heightmaps -LOD -vegetations, details cons: -can’t make caves with it! -no I am having issue with Terrain on Android. I’ve got a heightmap source that seems to generate a realistic looking terrain (as in it matches the real world in appearance at least) with a resolution Yes, this is a new worldbuilding system to replace Terrain in the next generation of Unity. I already used the profiler to find out what the most performance hit is and it seems not the amount of vertices or grass, but the trees LODGroup has to do a lot of work, cutting my FPS in half. ) Cycle through the available Brushes: Shift-Comma ( < ) and Shift-Period ( > ) Due to the lack of terrain engine API I am wondering how performance hungry multiple terrain detail meshes/textures are. 1 year later, and I’ve started to use the ovr metrics tool. I’m using Unity 2022. I also run Cruncher (asset store) on the resulting mesh to make it lower poly again. It is going to be released on iOS. This section covers all the other settings associated with Terrains. The Paint Texture brush enables you to select and switch material in the Scene view, whereas the Brush Mask Filters and recently improved user interface from the Terrain Tools package allow you to generate stunning results with less effort. Cart. Supported by 100,000+ forum members. Should I use the Unity terrain, or mesh? There will be a large overworld part. That will convert the terrain to a real mesh. You will see the triangles increasing or decreasing if you get closer or move away from the Terrain. There is one correct answer to this in my opinion: Decimated mesh terrains. Keep in mind I have the Radeon R9 290 and the 8 Core AMD. 3. Close up Unity renders the heightmap using splat maps by blending between any amount of provided terrain textures. Unity applies the first Terrain Layer you add to the entire landscape. 0 you can't move items (read terrains and items) too far away (like +/-100000 steps IIRC) so this will influence the maximum size of your world. 2D. What it gave me at the end was not what I was expecting as seen below. Terrain. For the road I found the EasyRoads3D. Even though this is most likely not the issue at hand (GTX1080 with just 10k trees with 200 tris each, puny numbers for You might want to know too that since Unity3D ~3. Hello, In our game we have modeled the ground / roads / sidewalks etc as meshes in a modeling app. 9 units (using 1 unit = 1m, and combining with Mapbox, so I’m kind of stuck with the overall dimensions based on their tiles). The difference between using terrain vs mesh is terrain uses splat maps, so you can have very high resolution ground textures. Here's an interesting Hey guys, I was wondering about the performance of a splatmap shader on mobile device? When I use a regular mobile diffuse shader I get 60fps but if I use a splat map shader (terrain shader that comes with unity) the fps drops to 32 frames on a Samsung Tab 10. Rated by Hello - I was wondering how to properly scale terrain for a “world map” sized landscapes. Over 11,000 five-star assets. Mobile performance note. Most of the objects around are lowpoly meshes. 9 X 2159. If you’re doing small area updates to a huge heightmap, partitioning is the way to go. This means that you can have dense forests with thousands of Trees, and still keep an acceptable frame rate. I keep seeing threads where people say URP has about same performance as BIRP but I just don’t see it man. We’ve spoken with a lot of the studios building larger, more ambitious worlds in Unity and did take a long hard look at what we Thanks Adam, yeah after much research I decided on Gaia (before your post here) and have been using it to make my world. Restarting unity and PC. Disabled realtime GI, baked the scene and still. Have you ever tried to build a game using Unity’s terrain though? It is the worse experience ever, the tools are pretty nice, the landscapes you can create awesome, but when we talk Hi, (Note I already posted this on the console-specific forums and was told this was a general problem) We’re working on a project that makes use of a single terrain object in each level, and are seeing some alarming CPU performance problems on consoles. I have different biomes, so I created 4 separate Texture2DArrays for each of the PBR maps (albedo, normal, height, and roughness). Hello, My plan is to make a kind of autobahn car racing game with very long tracks and big open world. I’m on a newish laptop with a very good CPU but integrated graphics. 2 with URP 13. The issue I found to be is high tiling. It looks like unity terrain is the still the single biggest hit to my game even with extremely low settings. I was going to try and convert my Unity Terrain made with World Creator to mesh so I could use it for higher performance LOD so I bought Mesh Materializer. You do this by creating a build, run it on the target platform and connect Unity’s Profiler to your game. We’re currently main-thread bound on the CPU and are running 5. Farzadkord November 23, 2023, 5:55pm A Unity Plugin for Converting Terrain 2 Mesh & Terrain 2 Data for Runtime Virtual Texture. Ability to paint prefabs with custom materials on Unity terrain (with Unity terrain tools). Here its 2ms difference Here it eats half my frame budget in both cases Umbra At the moment I still use Unity’s Terrain trees and Terrain detail grass billboards as it has a much smaller memory impact than usual game objects. The problem is, when I test it on my brand new HTC One, the game lags a lot. At runtime, terrain rendering is highly optimized for rendering efficiency while in the editor, a selection of tools is available to make terrains easy and quick to create. This means that although you are allowed to use as many Terrain Layers as you want, each pass increases the time spent rendering the Terrain. In order to import the height map, select the terrain settings, go to the Heightmap section and click on Import Raw. 2 and performance doesn't seem to be an issue as much as I thought. I will increase my Unity’s Terrain system allows you to add vast landscapes to your games. Every asset moderated by Unity. So I know such a simple terrain shouldn’t kill my performance. Maybe I’m using the wrong words. Applications. Well turns out Unity doesn’t seem to like two waters lol. I’ve tried many scripts (I searched a lot) and this one is the only one I could customize and make it work, but the problem is that when I hit play game It wouldn't be a big deal if it was just a small difference, but the performance drop is huge. tys zxprufr mjzgh hrufiio omgdz pvx vxbp zel idquj ymhczts