The scripts are not compiling when using MapMagic with some other compatible asset.
Go to Edit > Project Settings > Player and remove everything in Global Define Symbols (leave the string empty).
I have never been able to get that "preview" option working
Click the blue circle, not the generator itself. Note that MapMagic object has to be selected to display preview gizmos.
I cannot pin a terrain. When I click "Pin" button nothing happens.
Try resetting Unity layout. Click a "Layout" button at the top right corner of the Unity window and select a new layout. You can switch back to the layout you like then.
I'm getting "Lod "GROUP < 0X7FFF" errors" in a playmode. Why?
You've encountered one of the Unity limitations: there could not be more than 32K objects with LODs. It's not the matter of MapMagic in general, you have to use less loded objects or disable LODGroup components. Personally I got rid of this by disabling LODGroups for the objects that are far from the camera. I used a coroutine to process only several objects per frame to avoid hiccups.
It seems that Unity has fixed this issue in 5.6, or increased the number of possible LOD Groups.
Trees are not scaled or rotated
Unity billboard (aka "impostor") trees could not be scaled and rotated (unless they are made with SpeedTree). To use scaling/rotation consider creating trees with the objects output.
I'm using Forest generator with a mask. I have trees where the mask is 0 on a preview. Any idea?
Forest generator can create new trees, but it does not remove them - this also applies to initial seedlings. To remove them provide the same mask for the seedlings node (in case seedlings node is Scatter connect the mask to Density input).
Why do I have seams on the chunks borders?
The thing is chunks are absolutely independent and do not exchange any data. Some nodes like blur for each heightmap pixel read the adjacent pixels, but it's not possible to read them once the edge is reached. Imagine blurring several coupled images independently - they will not stick together after that.
That's why some generators have "Safe Borders" value - it masks the generator effect at the edges. Think of it as of a margin where generator is not applied. Increasing it makes the seams wider, but less noticeable, while lowering the value decreases the seam range but can result in artificial terrain look. Many generators have this value set to 2 by the default, you can try increasing it to minimize the seam effect.
I've got this warning when using custom grass detail mesh or high grass density without a mask, and the grass does not appear in some "stripped" areas:
The combined number of detail object vertices in one single patch is exceeding the limit (65k). Try decreasing detail density or detail resolution per patch.UnityEditor.DockArea:OnGUI()
The combined grass mesh is too complicated: you have to split it. Decrease Patch Res value parameter in Grass Output. If it is already 8 try to simplify your grass mesh or reduce grass density.
How to make uNature work with MapMagic?
Depending on MapMagic and UNature versions you can get a "type or namespace cannot be found" error in the console on scripts compile. In order to fix this use the quick fix: https://www.dropbox.com/s/crl0d9xppxmc6f4/UNMapMagic_Manager.cs?dl=0.
Store it in uNature\Scripts\Core\Extensions\Integrations\MapMagic\Integration replacing the older file.
Make sure that UN_MapMagic is defined in Scripting Define Symbols (Edit->Project Settings->Player). If it does not - simply restart Unity (or add it manually).
Click Window->uNature->Extensions and find Map Magic. Expand the arrow and make sure "Activated" is checked.
Open the scene with Map Magic and click Window->uNature->Foliage and then "Create Foliage Manager"
Click on Main Camera and add UNSeeker component
Set the Map Magic object / terrain to a different layer. For example, the uNature_Terrain layer (don't use Default layer)
Go into the Foliage Manager and find "Prototype Global Settings" change "Maps Generation Mask" to uNature_Terrain (or whatever layer you picked). It will automatically find the grass / foliage that was setup on the terrain and load them in "Prototypes Management" in the Foliage Manager"
After all of that in some cases the grass can appear at the zero level for pinned terrains. This could be fixed by clicking "Regenerate Heights" in Foliage Manager.
Simple Form with a Stamp does not work on multiple terrains.
I guess that the problem is in the Simple Form wrap mode. Set it to "tile" to use on multiple terrains.
I use CTS and Custom Shader Output. If I change texture in CTS Profile it is not updated on the terrain.
You should press "Bake Textures" button of CTS Profile. This is the way CTS works.
I'm using a heightmap via RAW Input node. I get layered terrain made of terraces. Is there any way I can make it smooth?
You are probably using 8-bit per channel image, it's limited to 256 values per color. This means that you will have only 256 possible height levels. To fix this you have to draw your heightmap in 16-bit per channel mode. Blurring 8-bit image in 16-bit mode might also help.