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  1. Location
    Portland Oregon
    Posts
    2

    Interactive Terrain

    I propose the Terrain have options for interactions, such as dig, erode and explode other than just pushing around the mesh but actually creating soil that can be set up to a depth, giving the terrain a full x, y, z spectrum.
    In the initial mapping process the Terrain can be modeled and manipulated as a mesh for ease of development, however, upon reaching a point the developer can select an element of the Terrain which sets the depth of the soil and fills in the space creating a global object.
    This can assist in the creation of digger games, games that will utilize destructible objects and want to give greater depth as well as enhance the viability of Unity 3D as a lead development tool ^.^
    Comments and support is welcome.
    Thank you for your time and consideration of these matters at hand.
    Tis a fould wind indeed that blows no minds

  2. Volunteer Moderator
    Posts
    23,746

    Re: Interactive Terrain

    Quote Originally Posted by master222jinx
    I propose the Terrain have options for interactions, such as dig, erode and explode other than just pushing around the mesh
    Actually you don't manipulate the mesh directly with the terrain. It's a heightmap, so you can use TerrainData.GetHeights and TerrainData.SetHeights to do whatever. Remember that it's a 2D heightmap, so no caves or overhangs.

    --Eric
    SpriteTile: new tile system that works seamlessly with Unity 4.3 sprites
    FlyingText3D: dynamic 3D text with TTF fonts | Vectrosity: fast & easy line drawing
    Nifty utilities! Stitch terrains together - runtime model importing - file browser - fractal landscapes


  3. Location
    Columbus, OH
    Posts
    1,683
    Such a system would eat computer resources like candy, for something that would not be used by 95% of games. If you want this, I'd suggest you roll your own terrain system.

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