MapMagic 2 is the upcoming generation of MapMagic World Generator. It's an absolutely new asset made from scratch with familiar MapMagic workflow.
Here is what is planned for v2 (things done are marked with [v] ):
All nodes will be resolution-independent: you can switch the resolution and get the same result, but more (or less) detailed. resolution-independent, The generated result is always the same in world units no matter of chunk size or resolution. If you have a mountain at some position it will always be here no matter what size/resolution values you set.
Terrain LOD preview: terrain placeholders that will be generated way faster to be displayed at far distance and for editor preview;
Margins: the way to create borderless terrains with no visible seam without using "Safe Borders";
Functions: "biomes" with inputs, outputs and parameters exposed. Using them will make the graph more readable and allow to re-use the graph parts in other graphs. When generated function will get the main graph maps or other objects through Function Inputs, and output generated result via Function Output. You can expose internal function node values in the main graph function node, so you can setup the without opening function graph. You can treat them as encapsulated black boxes. Changing the function graph is like changing the function code - it will affect the graphs it's used in (unless otherwise is not enabled in settings). So you can tweak all of your scenes by tuning your function graph.
Interface enhancements: major interface performance improvements, convenient way to apply curve or other node adjustments, per-node map preview;
New Lock algorithms: instead of locking a whole terrain tile, there will be "lock locations", the areas on the terrain (or several terrains) that would be locked. These areas will be blended with the other world seamlessly so can change the graph while having locks.
Partial locking: and speaking of locks there will be no absolute lock, each of the outputs could be locked separately. For example, you can lock the height and scatter textures or grass on the locked area with MM.
Height, splats, objects inputs: MapMagic as an editor tool - you can sculpt the terrain manually and then let MM texture it or place objects. Or place objects and automatically create grass around them. Just to mention it's not the way Vegetation Studio works - grass and objects will be processed by MM per chunk and "baked" the usual way MM does (feature delayed on after release);
Native C++ generators in editor (Mac and Win editors only);
If everything goes well - a couple of test spline generators
MapMagic 2 core asset will be free, so any Unity user could create spectacular terrain with it. The core version will include all of the map generators and could be used with no limitations.
In addition to the free version, MapMagic 2 will have three addons:
Biomes and functions
Each of the addons will cost $45. All MapMagic 1 users will able to get these addons for the half price.
I plan to release MM2 core together with 3 addons on March 30, 2020. The splines addon will still be in beta at this date for at least a month, and will be sold with 50% discount.
Update: All 4 MM2 modules are submitted to the Asset Store and currently pending Unity review.
If you have encountered an issue, or have an idea or feature request - feel free to submit a ticket through the Idea Informer. When submitting a bug please follow this guide:
Define the short bug description, and type it in "I would like to..." field. You will see the drop down list of the similar issues/ideas reported. Please look through it to find if your issue is already reported. Try to leave a specifying note instead of reporting a new issue.
Switch "Suggest an Idea" to "Report a Problem" in "I would like to..." field if you are reporting an issue.
In a problem specification field (or later comments to an issue) define the detailed issue description. Please specify:
Your MapMagic version (could be found in Window - MapMagic - About)
Steps to reproduce the issue. For example:
Start the new scene
Drag the attached graph to the scene to create MM object
Try linking the Scatter node output with the Curve node input
See the error in the console, and no link appear
If your graph or scene is needed to reproduce the issue - add a link to dropbox/onedrive or other file share (or via email).
If there are errors in the console - copy the first one (the top one)
Please pay attention to this issue description - at least it's the purpose of the beta test. The issue reports that do not meet specifications most likely will be rejected.
There are no special requirements for reporting ideas, so feel free to express them in a free form.
To install import it the standard way assets are imported: Assets - Import Package - Custom Package.
Note that MM2 requires Unity 2019.2 or later with .NET 4.x compatibility enabled in Project Settings (Edit - Project Settings - Player- Other Settings).
Here is a quick instruction on how to start using MapMagic:
Create the new MapMagic Graph asset by clicking Create in a Project View, and select MapMagic -> Template Graph (or MapMagic -> Empty Graph if you want to start from scratch).
Drag and drop the created Graph to scene to create the MapMagic object.
Alternatively: click GameObject menu -> 3D Object -> MapMagic, select the created object and assign graph in inspector.
Double-click on the Graph asset in the project view to open up the editor window.
Alternatively: select the Graph asset in the project view, click Open Editor in the inspector.
Alternatively: select the MapMagic object, click Open next to the Graph slot.