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A must have by Anon_917
Now what is really important about this asset? Did you ever use Unity's terrain and take a look at the number of draw calls? You would be surprised on how many draw calls the terrain alone forces on the system. That is why every now and then, you would see people try their hand on mesh solutions for terrain. What is a mesh solution? Basically, they try to mimic the height based system that unity uses but instead of generating the unity's terrain, they make procedural mesh, that gives less, much less draw calls. But, there is a big catch in doing this. As you know, there are many many assets out there for being used on unity's terrain system, Gaia, is just an example, at the same time, when these people start with mesh system, they have to reinvent the wheel, meaning that, they need to remake the whole system for tweaking the mesh terrain, from sculpting up to texturing. That is not an easy task. That was exactly why, someone came up with an asset for converting the Mesh TO Terrain. You may ask : "Didn't you say that terrain has many draw calls? Then why convert mesh to terrain after all the trouble to create the mesh procedurally?"
The answer is that not always they generate the mesh procedurally, sometimes, they export it from another application as an obj and import it in unity and want to have the abilities that unity's terrain system would give them.
So, the remaining problem : What if we want to have the abilities of a terrain system, but at the same time when we build the final game, we would end up with mesh instead of terrain?
That is where this asset comes to play : Basically, you can start with unity's terrain system, or even you can export a mesh from another application and use the previous mentioned asset to convert it to unity's terrain, then do your normal terra forming, texturing, tree painting, etc. When you are finished, you can use this new asset and finally convert those terrains to mesh again. The best part of this asset is that it can break a single terrain into multiple meshes, then you can write a very simple script to load those smaller meshes as batch just around the player ! That would keep the memory usage and vertex count in scene under control. Another nice feature of this asset is that you can export painted trees ! That solves the problem of putting vegetable and fuliage on the mesh directly. Finally, when you are baking the terrain, you have full control on the number of desired vertices along the x and z axises of the terrain in final mesh, meaning that you can bake a single terrain multiple times with different resolutions for better LOD control !
Do you still need more stuff for buying this asset? Because there are still few more aspects but I let you buy and find them yourself :D