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10 万人を超えるフォーラムメンバーが支持
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I admit it requires a little bit of work to figure out. But once you integrate it to your workflow it very quickly become a powerful tool. Working with gaea2 I can generate fast and seamless terrain in minutes, all you need is a few heightmaps and splat textures, very enjoyable.
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0
0
h
I need UseGPUInstains
a year ago
hantianUnityバージョン 2.91 で
I need UseGPUInstains in mesh grass set up
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0
K
Great core functionality but poor architecture
2 years ago
KillDashNineバージョン 2.91 で
The node based core functionality is great and IMO the best thing out there for this purpose. However, obvious architectural flaws severely hinder using the asset and I have had to rewrite a lot of editor code to make it usable for myself.
The Discord support will reply if they know the answer and they have a positive answer. Otherwise you'll hear crickets.
Restrictions:
- A single TerrainArea (consists of multiple terrain tiles) per scene.
- No reusing terrain materials or layers but they expect you to recreate all your material settings every time you create a new asset.
- No shared vegetation settings
- No tweaking options for vegetation or objects
TC2 is really designed for only the workflow that you create a single scene and a single terrain for it from scratch, and these scenes are microcosms without sharing any terrain properties between them. This is a real shame because just with some tweaks, and adding some modularity, this could be a great tool.
Also, there are several straight off bugs in the core algorithms that make them produce sometimes inaccurate results that make no sense. The core stuff is run on a shader, so good luck debugging those. And good luck asking the developer to fix them as there's no active development.
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5
0
c
Need better support
4 years ago
chennaigamesstudio以前のバージョン 2.87 で
Need your assistants, already emailed you twice, but now response, so posting here, details as follows,
1) Which is the best way to lay Roads after creating Terrain with Terrain Composer 2 ?
Currently I am using “EasyRoad3d” to lay Roads. If I edit any Terrain nodes after completing the Road setups, Terrain automatically regenerates and submerges my roads.
2) Is there a way to bake the Terrain generated by Terrain Composer 2?
If so, I can keep the TC2 terrain and edit the terrain manually.
Looking forward to hearing from you.
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2
パブリッシャーからの返信:
4 years ago に返信
Please reach out to us on Discord (link is in the Overview) - we are very active there and can provide quick support. TC2 supports both the scenarios you bring up but it would be best to discuss over Discord as we can quickly share screen shots and provide answers faster.
a
Poor tutorial
5 years ago
ajarnlance以前のバージョン 2.87 で
Okay, I'm a novice but even so I find it very difficult to follow the designer's tutorial: how to make terrain from scratch. It moves too fast and assumes too many things. Steep learning curve! Can't give more than one star because I can't even get it to do the basic stuff I am shown in the tutorial.
Want to drag that mountain or other terrain asset into your scene? Forget it. Drag it onto a node in the menu where it just sits. Want it in your scene? Sorry it's stuck in the overly complex menu system.
Poor UI.
I downloaded the tree pack but I can't use it. All I get is an error message: trees need to be regenerated.
'Make terrian easily' another reviewer comments. Are you kidding?!
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21
14
高品質なアセット
11,000 種類を超える 5 つ星アセット
信頼がある
8.5 万人以上の顧客による評価
コミュニティが支持
10 万人以上のフォーラムメンバーが支持
言語選択
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