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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 …
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 …
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 …
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 …
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 …
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 …
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. …