Compatibility
This page summarizes what Polaris 3 works with: platforms, third party assets, external software, and answers to the questions users ask most often. For Unity version, render pipelines, and required packages, see System requirements.
Platform support
| Platform | Supported |
|---|---|
| Windows | Yes |
| macOS | Yes |
| iOS | Yes |
| Android | Yes |
| VR | Yes |
| WebGL | No |
Mobile and VR performance depends on your project's budget. WebGL is not supported.
Render pipelines
| Render pipeline | Supported |
|---|---|
| Built-in Render Pipeline | Yes |
| Universal Render Pipeline | Yes |
| HDRP | No |
| Custom render pipelines | No |
Third party assets
| Asset | Status | Notes |
|---|---|---|
| Vista | Supported | Procedural terrain generation. |
| MicroSplat | Supported | Most modules. Terrain Blending, Tessellation, and Per Pixel Normal are not supported. |
| Amplify Shader Editor | Supported (Built-in RP) | URP shaders are made with Shader Graph. |
| Vegetation Studio Pro | Supported, with setup | Legacy asset. Integration needs a small source change; a guide is in the docs. |
| World Streamer 2 | Supported | Large world streaming. |
| SoulLink Spawner | Supported | Advanced spawning system. |
Importing from other software
Polaris imports RAW heightmaps, texture maps, and meshes through its data tools, so any software that can export those formats works. See Import data from other software.
Common sources:
| Software | Outputs you can import |
|---|---|
| World Machine | RAW heightmap, textures |
| World Creator | RAW heightmap, textures |
| Gaea | RAW heightmap, textures |
| Houdini | RAW heightmap, textures, meshes |
| Terragen | RAW heightmap, textures |
| Blender, Maya, 3ds Max | meshes |
Can it do this?
Answers to the questions users ask most often.
| Question | Answer |
|---|---|
| Smooth, non-faceted terrain | Yes. Faceted, smooth, and hybrid shading are all built in. Polaris is not faceted only. |
| Runtime terrain editing | Yes, through the scripting API. |
| Generate a full terrain at runtime from script | Yes, through the scripting API. |
| Tree and object colliders, removing trees at runtime | Yes. Tree colliders are capsule based; trees can be removed through scripting. |
| NavMesh baking and agents | Yes. See Prepare for baking. |
| Export to static mesh | Yes. |
| Holes and cave entrances | Yes. |
| Undo | Yes. |
| More than 8 splat layers | With MicroSplat. 8 layers are supported natively. |
| Procedural, seed-based generation | No. Use with Vista for procedural world generation. |
| Painting on a non-Polaris mesh | No. Import the mesh heightmap into a Polaris terrain first. |
| Cave bodies and overhangs | No. Polaris terrain is heightfield based. |
| Planetary or spherical terrain | No. |