Table of Contents

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.