(BIRP)Procedural Terrain System
This package is based on the work of Sebastian Lague. It follows his procedural landmass generation series but without all the overcomplicated stuff. How to spawn objects and path on terrain!
by ElectorchStrauss
Price History +
Here's the URP or the HDRP version.
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Required
This asset uses the new input system package and is suitable for any kind of games.
"Procedural Terrain System uses JosephinSlab-Regular(Font) under SIL Open Font License; see Third-PartyNotices.txt file in package for details."
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Summary
My package is based on Sebastian Lague's Procedural Landmass Generation but with a totally different approach. I got rid of all the complicated add-ons and focused this system to be easy to understand and use. A lot of people asked on Sebastian's video how to spawn
stuff on the terrain. There's multiples ways to do so, I'll show you one.
You can follow Sebastian's video series until episode 5 to understand the basic behind procedurally generating a mesh. Since I did not fully understand the endless terrain, level of detail and threading, I got rid of it. Let's just spawn a square sized mesh with random seeding.
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What *is not* inside:
- EndlessTerrain
- LOD
- Threading
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What is inside:
- Runtime import/export of the generated mesh
- Object instantiation on generated mesh
- Path instantiation on generated mesh
- Path generation instantiation
- A MiniMap
- Runtime modification with randomization buttons
- Character controller + animations
- A working up to date package
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Link to documentation