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<title>Idea.informer.com RSS - MapMagic2</title>
<link>http://idea.informer.com</link>
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<item>
<title>Importd Graph resets to default when opening the unity project </title>
<pubDate>Mon, 18 Aug 2025 20:01:50 -0400</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=143895</link>
<description><![CDATA[Imported graph does not save my changes in Unity 6 (6000.0.54f1.8720.10051)

-Fresh Project
-Import all Mapmagic 2 modules
-Import heightmap, png red channel only
-create imported graph
-set imported graph to texture and red channel only
-set the height map texture to imported png
-create new scene and add a mapmagic gameobject 
-create a new blank graph, add import node set to imported graph
-set heigh output node
Everything is working

close unity and reopen project and the mapmagic terrain wont work and generates errors. 
looking into it and it is the imported graph that has reverted to default values with beign raw instead of texture and no link to the png file. 
]]></description>
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<title>Exception error and missing reference exception error, infinite loading loop</title>
<pubDate>Sat, 21 Jun 2025 15:26:35 -0400</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=143797</link>
<description><![CDATA[Map Magic version: 2.1.16
Unity version: 6000.2.0a9

Upon changing properties in the editor I receive the following errors preventing Map Magic from functioning (infinite load loop with a permanent loading icon and non-updated terrain).

Error 1:

Exception: Could not find type for: MapMagic.Nodes.Biomes.FnInlet`1[[Den.Tools.Matrices.MatrixWorld, Den.Tools, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], MapMagic, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
Den.Tools.Serializer.DeserializeObject (System.Int32 refId, Den.Tools.Serializer+Object[] serialized, System.Object[] deserialized, System.Object[] reuse, System.Action`1[T] onBeforeDeserialize) (at Assets/MapMagic/Tools/Serializer.cs:643)
Den.Tools.Serializer.DeserializeObject (System.Int32 refId, Den.Tools.Serializer+Object[] serialized, System.Object[] deserialized, System.Object[] reuse, System.Action`1[T] onBeforeDeserialize) (at Assets/MapMagic/Tools/Serializer.cs:582)
Den.Tools.Serializer.DeserializeObject (System.Int32 refId, Den.Tools.Serializer+Object[] serialized, System.Object[] deserialized, System.Object[] reuse, System.Action`1[T] onBeforeDeserialize) (at Assets/MapMagic/Tools/Serializer.cs:633)
Den.Tools.Serializer.Deserialize (Den.Tools.Serializer+Object[] serialized, System.Action`1[T] onBeforeDeserialize) (at Assets/MapMagic/Tools/Serializer.cs:191)
MapMagic.Nodes.GraphSerializer200Beta.Deserialize (MapMagic.Nodes.Graph graph) (at Assets/MapMagic/Nodes/GraphSerializer.cs:64)
MapMagic.Nodes.Graph.OnAfterDeserialize () (at Assets/MapMagic/Nodes/Graph.cs:1269)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)


Error 2;

MissingReferenceException: The object of type 'UnityEngine.Terrain' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
UnityEngine.Object+MarshalledUnityObject.TryThrowEditorNullExceptionObject (UnityEngine.Object unityObj, System.String parameterName) (at :0)
UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) (at :0)
UnityEngine.Component.get_transform () (at :0)
MapMagic.Nodes.MatrixGenerators.TexturesOutput200+ApplyData.Apply (UnityEngine.Terrain terrain) (at Assets/MapMagic/Generators/Matrix/Runtime/TexturesOut.cs:241)
MapMagic.Terrains.TerrainTile+d__59.MoveNext () (at Assets/MapMagic/Terrains/TerrainTile.cs:913)
Den.Tools.Tasks.CoroutineManager.Update () (at Assets/MapMagic/Tools/ThreadManag]]></description>
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<item>
<title>OnEnable() Getting Called Twice</title>
<pubDate>Thu, 15 May 2025 00:11:46 -0400</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=143723</link>
<description><![CDATA[Map Magic 2.1.16

1. Create a script with Debug.Log("TEST") in OnEnable()
2. Spawn it via scatter and object output mode in MapMagic
3. Hit play and see that there are twice the amount of debug logs as objects.

More Details:
I'm spawning a gameobject that renders a minimap tile for the terrain. It uses the method OnEnable() to know when the terrain tile is ready and then executes code. However, it appears to be called twice. I've ensured there is only one Minimap object per tile (when I search for the object in the scene, there are exactly 9 on 3x3 main tiles). I Debug.Log() on enable, and I see 18 messages.

I did some testing on other scripts and OnEnable is called twice on every single object. This feels like it could result in performance issues when instantiating objects. I tried disabling object pooling for the minimap object, no effect.

Is this a bug? What is the best way to use OnEnable() without it being called twice?]]></description>
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<title>The terrain is invisible/doenst exist but i can see the terrains out line if i select it</title>
<pubDate>Wed, 12 Mar 2025 21:03:24 -0400</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=143625</link>
<description><![CDATA[The terrain is invisible/doenst exist but i can see the terrains out line if i select it]]></description>
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<item>
<title>Add rectangular shape of Locks</title>
<pubDate>Sun, 12 Jan 2025 15:26:25 -0500</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=143432</link>
<description><![CDATA[Hi, I would really appreciate if there were option to either add rectangular area lock or add lock on edges of terrain.]]></description>
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<item>
<title>Make terrain mostly flat in middle hilly on edges</title>
<pubDate>Mon, 09 Dec 2024 17:31:30 -0500</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=143377</link>
<description><![CDATA[How can make the terrain mostly flat in the middle and more hilly at the edges?]]></description>
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<item>
<title>cavity node cant factor in neighboring tiles</title>
<pubDate>Tue, 22 Oct 2024 00:16:12 -0400</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=143239</link>
<description><![CDATA[use a cavity node for textureing. generate multiple tiles. there will be seems along the tile edges.]]></description>
</item>
<item>
<title>export terrain to unity</title>
<pubDate>Wed, 07 Aug 2024 00:44:29 -0400</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=143021</link>
<description><![CDATA[So  you are in Map Magic within unity and you decide to export the terrain for use in some other unity "scene."  That scene would visually look the same as the original map magic scene, but you could use standard unity tools on it, or share it around other unity scenes.]]></description>
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<title>I tried to import mapmagic into my project, but an error was reported, and there was no tools option in my unity navigation bar, so I couldn&apos;t find how to reach probuilder.</title>
<pubDate>Tue, 02 Apr 2024 18:25:10 -0400</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=142696</link>
<description><![CDATA[Exception: MapMagic: Graph data is not assigned
MapMagic.Core.MapMagicObject.StartGenerateNonReady () (at Assets/MapMagic/Core/MapMagicObject.cs:359)
MapMagic.Core.MapMagicObject.OnEnable () (at Assets/MapMagic/Core/MapMagicObject.cs:120)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
MapMagic.Core.GUI.MapMagicInspector:CreateMapMagic(Graph) (at Assets/MapMagic/Core/Editor/MapMagicInspector.cs:662)
MapMagic.Core.GUI.MapMagicInspector:CreateMapMagic() (at Assets/MapMagic/Core/Editor/MapMagicInspector.cs:651)
UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32)
]]></description>
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<item>
<title>Something about grass?</title>
<pubDate>Sat, 02 Mar 2024 20:10:29 -0500</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=142652</link>
<description><![CDATA[Thread failed: System.DivideByZeroException: Attempted to divide by zero.
  at MapMagic.Nodes.MatrixGenerators.GrassOutput200.CreateDetailLayer (Den.Tools.Matrices.Matrix matrix, Den.Tools.Matrices.Matrix biomeMask, System.Single density, System.Int32 randomNum, MapMagic.Products.TileData data, MapMagic.Products.StopToken stop) [0x0000e] in D:\dev\git\NatureManufacture\Assets\MapMagic\Generators\Matrix\Runtime\GrassOut.cs:100 
  at MapMagic.Nodes.MatrixGenerators.GrassOutput200.Finalize (MapMagic.Products.TileData data, MapMagic.Products.StopToken stop) [0x00090] in D:\dev\git\NatureManufacture\Assets\MapMagic\Generators\Matrix\Runtime\GrassOut.cs:75 
  at MapMagic.Nodes.Graph.Finalize (MapMagic.Products.TileData data, MapMagic.Products.StopToken stop) [0x0003f] in D:\dev\git\NatureManufacture\Assets\MapMagic\Nodes\Graph.cs:988 
  at MapMagic.Terrains.TerrainTile.Generate (MapMagic.Nodes.Graph graph, MapMagic.Terrains.TerrainTile tile, MapMagic.Terrains.TerrainTile+DetailLevel det, MapMagic.Products.StopToken stop) [0x0007d] in D:\dev\git\NatureManufacture\Assets\MapMagic\Terrains\TerrainTile.cs:725 
  at MapMagic.Terrains.TerrainTile+c__DisplayClass50_1.b__0 () [0x00000] in D:\dev\git\NatureManufacture\Assets\MapMagic\Terrains\TerrainTile.cs:677 
  at Den.Tools.Tasks.ThreadManager.TaskThreadAction (Den.Tools.Tasks.ThreadManager+Task task) [0x00002] in D:\dev\git\NatureManufacture\Assets\MapMagic\Tools\ThreadManager\ThreadManager.cs:138 
UnityEngine.Debug:LogError (object)
Den.Tools.Tasks.ThreadManager:TaskThreadAction (Den.Tools.Tasks.ThreadManager/Task) (at Assets/MapMagic/Tools/ThreadManager/ThreadManager.cs:144)
System.Threading.ThreadHelper:ThreadStart ()
]]></description>
</item>
<item>
<title>Rotation in nodes is not working (2.1.15)</title>
<pubDate>Mon, 25 Dec 2023 02:51:42 -0500</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=141969</link>
<description><![CDATA[objets spawn are not rotated either rotation is checked or not, only the "terrain normal" rotation has an effect (version 2.1.15)]]></description>
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<item>
<title>&quot;Collection was modified&quot; Exception - randomly occuring</title>
<pubDate>Wed, 29 Nov 2023 12:45:17 -0500</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=141749</link>
<description><![CDATA[Hi, we've been encountering an issue where the map generation will occasionally/randomly throw out an exception after calling mapMagic.StartGenerate(). 

The map is being generated at runtime, rather than edit time, using a dynamically created Mapmagic.Nodes.Graph object.

MapMagic version 2.1.12


I have included a callstack here:

System.Collections.Generic.Dictionary`2+ValueCollection+Enumerator[TKey,TValue].MoveNext () (at :0)
MapMagic.Products.TileData.Clear (System.Boolean clearApply, System.Boolean inSubs) (at C:/Project/Assets/3rd Party/MapMagic/Products/TileData.cs:638)
MapMagic.Terrains.TerrainTile.Generate (MapMagic.Nodes.Graph graph, MapMagic.Terrains.TerrainTile tile, MapMagic.Terrains.TerrainTile+DetailLevel det, MapMagic.Products.StopToken stop) (at C:/Project/Assets/3rd Party/MapMagic/Terrains/TerrainTile.cs:732)
MapMagic.Terrains.TerrainTile+c__DisplayClass50_1.b__0 () (at C:/Project/Assets/3rd Party/MapMagic/Terrains/TerrainTile.cs:677)
Den.Tools.Tasks.ThreadManager.TaskThreadAction (Den.Tools.Tasks.ThreadManager+Task task) (at C:/Project/Assets/3rd Party/MapMagic/Tools/ThreadManager/ThreadManager.cs:142)

And also a code sample of how its been setup:

_mapMagic.ClearPreviewTile();

_mapMagic.graph = _terrainGraph;
_mapMagic.graph.random = new Noise(_keyword.GetHashCode());

_mapMagic.StartGenerate();


I am reporting this as a problem, since the exception is coming from mapMagic directly and looking thru the codebase I cannot see anything that could trigger this. It seems to be something to do with the async generation and the tileData not being locked, but I am not sure. I could not find reports of this anywhere else, so it could be something on our end of course.

Please let me know if you have any questions or need more info. Any advice is welcome

Thanks,
Radu]]></description>
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<item>
<title>Adjust200 node bug</title>
<pubDate>Thu, 26 Oct 2023 22:13:21 -0400</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=141574</link>
<description><![CDATA[Adjust200 node set to random with all values to 0, still moves the input.

MapMagic.Nodes.ObjectsGenerators.Adjust200.Adjust#76

				frontRnd = rnd.Random(trn.hash, 3); //goes last for compatibility random
				frontRnd = scale.x + frontRnd*(offsetFront.y-offsetFront.x);

				rightRnd = rnd.Random(trn.hash, 3);
				rightRnd = scale.x + frontRnd*(offsetRight.y-offsetRight.x);


I guess there should be offsetFront.x instead of scale.x
and also frontRnd instead of rightRnd .

				frontRnd = rnd.Random(trn.hash, 3); //goes last for compatibility random
				frontRnd = offsetFront.x + frontRnd*(offsetFront.y-offsetFront.x);

				rightRnd = rnd.Random(trn.hash, 3);
				rightRnd = offsetRight.x + rightRnd*(offsetRight.y-offsetRight.x);]]></description>
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<item>
<title>Missing DetailScatterMode on import</title>
<pubDate>Fri, 04 Aug 2023 03:54:47 -0400</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=141198</link>
<description><![CDATA[Hi -- Just getting started with this asset (MapMagic 2 Bundle version 2.1.14). On importing the project, I get errors in the MapMagicObject.cs script, saying that DetailScatterMode is missing. Not sure where to look to fix this.]]></description>
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<item>
<title>BiRP to URP broke the items of MapMagic.</title>
<pubDate>Thu, 03 Aug 2023 23:46:59 -0400</pubDate>
<link>http://MM2.idea.informer.com/proj/?ia=141197</link>
<description><![CDATA[Hello.

This is to repport a bug.
When you go for doing a URP convertion of your project, most MapMagic like the trees fail and then well it stay pink.
Also importing a tree from third party software does not always work, some don't appears, others are not standing but horizontal.

Thanks by advance.
best Regards.
Benjamin.
]]></description>
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