Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $60. The latest store price is $60, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $60 | Latest store price |
About FastScene
- Tools, Systems & Learning > Development Tools & Automation
- Tools, Systems & Learning > Level & World Building
FastScene is a user-friendly terrain editing plugin designed with simplicity and user-friendliness in mind, The feature List is here.
- Utilizes object-to-terrain transition processing to keep the terrain flat (as a single Quad), significantly reducing mesh count and enhancing performance on mobile devices.
- Provides a method for objects below the surface to be visible, maintaining smooth edge transitions without the need for surface digging, further reducing mesh count and improving mobile device performance.
- Supports tools for non-periodic texture generation, effectively addressing repetitive texture tiling issues through the use of Wang's tiling algorithm.
- Offers examples of various transition objects, including mountains, depressions, cracks, plateaus, and lakes.
- Provides references to related Shader code, enabling users to personalize the implementation of their own terrain transition objects.
- Supplies easy-to-use brush tools for convenient terrain editing.
- Transition support across multiple Control Maps:Our system facilitates transitions across more than two Control Maps, enabling our game scenes to simultaneously reference multiple Control Maps and achieve seamless transitions between objects and terrains.
- Supports more than two Control Maps and allows direct drawing on multiple Control Maps.
- One Control Map supports up to five TileMaps.
- Supports region brushes (TileMaps dedicated to specific ground) and global brushes (TileMaps shared across grounds), avoiding excessive use of BrushLayers and preventing the generation of excessive Control Maps.
- Utilizes object-to-terrain transition processing to keep the terrain flat (as a single Quad), significantly reducing mesh count and enhancing performance on mobile devices.
- Provides a method for objects below the surface to be visible, maintaining smooth edge transitions without the need for surface digging, further reducing mesh count and improving mobile device performance.
- Supports tools for non-periodic texture generation, effectively addressing repetitive texture tiling issues through the use of Wang's tiling algorithm.
- Offers examples of various transition objects, including mountains, depressions, cracks, plateaus, and lakes.
- Provides references to related Shader code, enabling users to personalize the implementation of their own terrain transition objects.
- Supplies easy-to-use brush tools for convenient terrain editing.
- Transition support across multiple Control Maps:Our system facilitates transitions across more than two Control Maps, enabling our game scenes to simultaneously reference multiple Control Maps and achieve seamless transitions between objects and terrains.
- Supports more than two Control Maps and allows direct drawing on multiple Control Maps.
- One Control Map supports up to five TileMaps.
- Supports region brushes (TileMaps dedicated to specific ground) and global brushes (TileMaps shared across grounds), avoiding excessive use of BrushLayers and preventing the generation of excessive Control Maps.