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I am highly aware of the age of this thread, but that snapshot looks like Zelda Windwaker.
Have you implemented IEnumerator methods so that the process can work in the background?
Alright, been working on the random terrain part a little more. I made these very quickly in blender for an example - [IMG] I need to figure out...
[IMG] Apparently there's more shape possibilities than I originally thought. This might not even be the final list. 147 total. That's insane....
Some more progress - [IMG]
How's what made, an array or a switch statement? If you don't know what one or the other is, you should take the C# course by SoloLearn. It's a...
It'd probably be smarter to use an array for the list of sprites, and a switch statement for the sprite picker. Try using a float, by the way....
Couldn't you, well, update unity?
I hope you meant "By" and not "But" (also I just tried to find a SFW image of a butt for the laughs but imgur was a bad idea)
Neat! Now all you need to do is figure out how to procedurally generate the texture and use your own model (so that more of the work is your own).
K, so I tested it, and the working time does go down. Thanks! Also implementing the ability for a player to remove cubits (and soon, add them)....
Alright, I'll implement that and see how it goes.
Well, would that, by any bit, run slower? Or faster? That UV method is used during runtime whenever the terrain is edited or initialized, so any...
Thanks, that simplifies things :D void SetUVMap(int mat = 0) { Vector2[] texPos = new Vector2[] { new Vector2 (texSize *...
In the mean time, do you mind showing screenshots of your project? I'd like to see what you've got going
Wait, are you creating an empty object, or cloning a prefab?
So you mean like a voxel-terrain-type water? I myself haven't even figured that out yet, then again I'm still trying to figure out why my own...
Found something strange... The reason the material keeps getting out of bounds is because it's inverted. Used this and it solved that problem, but...
Good question. Weird stuff happens though when I tell it to bypass by setting the material to the default, which is stone - void SetUVMap(int mat...
I keep running into issues. After implementing chunk generation, I ended up with errors, each of which I fixed up until this point. using...