1
vote
1answer
84 views

Using A*Pathfinding on terrain created by scripts?

I'm looking to use A* Path-finding as a method of navigating my game terrain. Trouble is, my terrain is built upon play using a script and A* grid does not detect this, therefore marking all nodes as ...
0
votes
3answers
219 views

Why are my Unity procedural animations jerky?

I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of ...
0
votes
1answer
99 views

How do I change the size and specific height values of Unity generated terrain?

I'm having problems with terrain scripting while trying to do a infinite-world with Unity's terrain generation. How do I change the terrain height at specific points? And how do I set the amount of ...
5
votes
1answer
518 views

Lightmapped prefabs for procedural content

I'm doing a game with procedural content from handmade prefabs, but I ran into a problem as Unity bakes the scene instead of objects when lightmapping with Beast. So when the prefabs are instanced ...
2
votes
1answer
555 views

Rendering lightmaps at runtime

I'm creating a procedural terrain system for Unity. And I'm looking for ways to efficiently cast self-shadows on it. If it wasn't procedural, I could simply bake a lightmap using Beast. But, I can't ...
1
vote
1answer
174 views

Long delays in Unity3D substance generation

Currently working on an iOS/Android project in Unity3d, and we're seeing some incredibly long times for generating substances between testing runs. We can run the game, but once we shut down the ...
12
votes
1answer
3k views

Procedural Mesh: UV mapping

I made a procedural mesh and now I want to apply a texture to it. The problem is, I cannot get it to stick the way I want it to. The idea is to have the texture painted only once over the whole ...
0
votes
1answer
675 views

Other procedural material generators for Unity?

In the new version of Unity 3.4, unity announced that they would now support procedural materials (which is awesome, by the way). While I was researching it, I found this in the manual: ...