Add grass to a low poly mesh in Unity

How would I like grass? Low-poly Mesh in the unit?

Example grass


I have looked at the following:

  1. Object2Terrain: I do not use the terrain system built into Unity because I choose a low poly art style. I tried to convert my terrain grid object to terrain using Object2Terrain. This removes the sharp edges of the terrain as Unity uses a height map to optimize it.
  2. PolyMesh: From the beginning I knew that this approach would not work. I knew that rendering so many stitches at once would be incredibly inefficient. I tried anyway, and to no surprise, it was very careless.
  3. particle systemAccording to what I've read, this should work well to randomly spread grass across the net. However, I want some control when placing grass. I followed this tutorial image as suggested in a comment on this question about Reddit, but could never achieve the desired result. Nevertheless, I would like to have control over the placement of the grass and have therefore moved to a different approach.
  4. shader: I have no experience whatsoever in creating (or even using) shaders, and that's pretty daunting to me. I read that this is the most efficient approach, but I did not understand how it means I can pull grass onto a net. In the same Reddit post linked above, "UpstairsCurrency" was so nice to link to the source code (here), but I want to understand what happens? I'm reluctant to say that I do not even know how to put it into my project at all. Would be happy to read about sources to understand what's going on!

Thanks a lot!

Can I use the 2D physics engine in a 3D game (or vice versa) in Unity?

This is for performance only. 2D physics is cheaper, but I need 3D for some scenes. I never need both at the same time. I know that in a 3D engine you can have 2D with an orthographic perspective, but I really want the physics engine. Is there also a way to turn these engines off? I have created most of the collisions from scratch and use them at the beginning only for some Raycasts and for some Collider / Rigidbody.casts in not all, but many frames (If I understand correctly, they are calculated by the physics engine in each FixedUpdate ()).

Cost of Unity Local Multiplayer VS Unity Online Multiplayer

I know that making multiplayer games in Unity costs money because of the servers used to connect players. Basically it is up to 20 CPU for free and then increases according to the CPU. This applies to the online multiplayer games.

But should it cost the money for local multiplayer games (LAN) to use it? Because we converted one of the local devices as servers and do not need their servers. So I think right? Or am I going somewhere wrong?

I just wanted to clarify how to do a local multiplayer and Not an online multiplayer.

Did you also want to ask if Photon supports local multiplayer mode?

Basically, I'm confused about how to create a local offline multiplayer game.

Unity – I've previewed my player camera with another camera, but disabling the main menu will show that there are no cameras. Why?

I created a render texture named GUICameraRenderTexture

This is a screenshot of the player camera:
I have assigned the new GUICameraRenderTexture to the target texture:

Player camera

Then, at the bottom of the hierarchy, I have a main menu> Camera:
The new camera for which I've changed Clear Flags in Don Clear and Culling Mask in Nothing:

GUI camera under main menu

Then there is a Canvas area in which the Canvas render mode is set to "Screen Space Overlay"

Lastly, the raw image I assigned to the GUICameraRenderTexture texture:

Rae Image

The problem is either in Editor mode or in the runtime when the game runs when I disable the new GUI camera. The camera in the main menu gives the error that no cameras need to be rendered, even if the player camera is activated.

I want to start the game with the player camera and then use the Escape key to switch to the main menu of the GUI camera.

Screenshot when I disable the main menu GUI camera:

No cameras for rendering

Unity – Why does the preview camera not work properly when you use the escape key to return to the main menu?

I created a render texture named GUICameraRenderTexture

This is a screenshot of the player camera:
I have assigned the new GUICameraRenderTexture to the target texture:

Player camera

Then, at the bottom of the hierarchy, I have a main menu> Camera:
The new camera for which I've changed Clear Flags in Don Clear and Culling Mask in Nothing:

GUI camera under main menu

Then there is a Canvas area in which the Canvas render mode is set to "Screen Space Overlay"

Lastly, the raw image I assigned to the GUICameraRenderTexture texture:

Rae Image

I want to start the game with the player camera and then use the Escape key to switch to the main menu of the GUI camera.

Screenshot when I disable the main menu GUI camera:

No cameras for rendering

Then I added a script to the main menu object:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Switch : MonoBehaviour
{
    public GameObject() cameras;
    public RenderTexture guiCameraRenderTexture;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if(Input.GetKeyDown(KeyCode.Escape))
        {
            var cam0 = cameras(0).GetComponent();
            cam0.targetTexture = guiCameraRenderTexture;

            cameras(1).SetActive(true);
        }
    }
}

In the editor I have disabled the new main menu GUI camera and its children and enabled the player camera without the GUICameraRenderTexture. The target texture is null at startup.

If I press the Escape key while the game is running, the preview camera will be displayed, as will the player camera, not the main menu GUI camera:

Only player camera

On the escape key it should bring the main menu as in the first screenshot here. If I make the changes and remove the texturiel and activate the GUI camera, it works, but it does not work with the script.

It shows the player camera both in the preview (raw image) and in the GUI camera.

The goal is to press the escape key to get to the main menu. The GUI main menu camera should be black and the player camera should be displayed in the preview raw image.

App Windows – Unity Pro 2019.2.13f1 (x64) | NulledTeam UnderGround

x64 | Languages: English | File size: 938 MB

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What's new?
2019.2.13f1 Release Notes Fixes:

Known issues in 2019.2.13f1
-AI: The performance of NavMeshBuilder.UpdateNavMeshData increases tenfold
Animation: Crash on "mono_field_get_type", if "Add property" in the animation window must display a script with the type variable "Vector2Int"
-Asset Importers: Marshalling Crash :: OutMarshaller if the TextureImporter.ReadTextureSettings argument is null
-Graphics – General: Native Graphics Jobs Memory Leak
-Graphics – General: Project crashes when opening in ShaderLab :: IntShader:: p

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