{"id":324,"date":"2018-07-13T23:01:06","date_gmt":"2018-07-14T04:01:06","guid":{"rendered":"http:\/\/www.chroniclesoftright.com\/blog\/?p=324"},"modified":"2018-07-13T23:02:11","modified_gmt":"2018-07-14T04:02:11","slug":"unity-terrain","status":"publish","type":"post","link":"https:\/\/www.chroniclesoftright.com\/blog\/2018\/07\/13\/unity-terrain\/","title":{"rendered":"Unity terrain"},"content":{"rendered":"<p>I&#8217;ve had my confidence in the Unity WebGL exporter somewhat restored by a little experiment tonight.\u00a0 I changed the terrain in the game to a built-in terrain type object, instead of just putting a mesh collider on a big terrain mesh.\u00a0 This seemed to work much better once the game was exported to WebGL without the weird hang ups I was getting before.\u00a0 The stock third person controller kind of blows, but I guess I can deal with that.\u00a0 The only real reason I was using a separately modeled object with a mesh collider was to get the low poly look I like on the terrain because the stock tools won&#8217;t allow you to do that with a Unity terrain object.\u00a0 So this means I&#8217;ll either have to just deal with the terrain looking different from the rest of the game, ditch the low poly look entirely, or figure out how to make a Unity terrain object look the way I want.\u00a0 I believe there are assets in the Unity Store that do exactly what I want, so if I ever fully settle on Unity as the game engine I want to use, maybe I&#8217;ll pony up the cash to purchase an asset that gives me the look I want.\u00a0 For now, however, the terrain is just going to be smooth and textured while virtually everything else is faceted with no textures.<\/p>\n<p>On a lighter note, happy birthday Lydia!\u00a0 You&#8217;re lots of fun.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;ve had my confidence in the Unity WebGL exporter somewhat restored by a little experiment tonight.\u00a0 I changed the terrain in the game to a built-in terrain type object, instead of just putting a mesh collider on a big terrain mesh.\u00a0 This seemed to work much better once the game was exported to WebGL without&hellip;<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-324","post","type-post","status-publish","format-standard","hentry","category-planning-and-development"],"_links":{"self":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/324","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/comments?post=324"}],"version-history":[{"count":3,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/324\/revisions"}],"predecessor-version":[{"id":327,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/324\/revisions\/327"}],"wp:attachment":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/media?parent=324"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/categories?post=324"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/tags?post=324"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}