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Hello, I am having an issue when it comes to setting a material to the Walls mesh. When i set a a tiled texture the top of the walls get...

Running this code in Unity 5.1.1f1. The wall mesh being generated had "gaps" (open holes in the mesh). Added a fix that closes the ends of each outline to keep...

Is it me or some maps don't connect all rooms? An example: ``` ############################################### ##################...########################## #################.....######################### #################......######################## ###############..##....######################## ##############...###...######################## #############....######....#################### ############.......####.....########..######### ####..######........####....#######.....####### ###....######.......####....#######......#..### ##.....#########...######..########..........## ##.....#########....################.........## ###.....#########..##################........## ##.......#############################.......## ##........#############################.....### ###........#############################...#### ###.........#############################...###...

RandomFillMap() function uses Time.time (time since start of game) as seed. It should use system time instead.

Add code to detect if game is 2D or 3D, and code to disable/enable components as needed.

I added Generate, Clear, and Save Mesh buttons to the inspector panel of the MapGenerator to facilitate creation of prefabs and allows the use of NavMesh. The project no longer...

I dont get what your doing in this episode, but i'll do an "episode 4" update of issue #4 source code can be found here: https://gist.github.com/soraphis/a752a52a181f5612422765451202d6c9#file-meshgenerator_chapter4-cs-L100 ##### Triangle struct it...

https://gist.github.com/soraphis/eca47b2fcce35fb891a2e79ceb25bcc7 I'd do a minor change so you can replace this switch-case monster. - Square class, put Control Nodes and Nodes into arrays. rule: they are filled clockwise. and node[i]...