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Procedural generation is the construction of content based on algorithms and calculations rather than by hand.

0 votes
2 answers
100 views

Separating scene generation and scene starting in Unity?

I'm working on a game, where the map is generated, and: The map is generated in an Awake(), so when an object's Start() is called, the map should be fully initialized. But the scene's physics world …
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  • 771
0 votes
1 answer
159 views

How to store the configuration of Unity prefab components during map generation?

I managed to have a basic map generation algorhytm, but now it needs some content. I generate abstract map data, which then will be used to build the map itself. When I want to generate monsters, ch …
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  • 771
1 vote
1 answer
741 views

Saving and loading a GameObject's full state easily in Unity3D?

I'm working on placing predesigned tilemap rooms in my procedural dungeons, and I would like to design the items' and monsters' placement in these special rooms as well. Currently I "compile" my pred …
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  • 771
1 vote
0 answers
145 views

Connecting varying tilemap layouts at possible connection points?

I'm building an isometric 3D ARPG in Unity3D, and I have a tilemap, for example a dungeon. I have tiles marked where a door could be placed. I select a random "could-be-a-door" tile from the tilem …
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  • 771
1 vote
1 answer
2k views

Saving predesigned tilemap "rooms" and access them in script in Unity3D?

I'm working on a top-down rogue-like in Unity3D, and I already have some kind of dungeon generation. The next feature I'd like to implement, is to predesign some kind of "event rooms" (i.e. boss figh …
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  • 771
1 vote
1 answer
544 views

Seamless random morphing hex tiles' vertices in Unity3D?

I have a hex based, fully flat tilemap the tiles' mesh currently isn't generated, but a static mesh file containing 6 vertices, UV mapping, etc. Then I saw this picture on Unity Answers: I'd like ac …
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  • 771
1 vote
1 answer
165 views

How to seamlessly handle multiple procedural 2D levels in Unity3D?

I have a dungeon generating algorithm, but I would like to generate X levels, which are all connected somehow. I have a few approaches, but all of them has problems and questions, and I wonder how i. …
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  • 771