https://github.com/sunsided/unity-procedural-meshes
Some naive experiments with procedural mesh generation in Unity
https://github.com/sunsided/unity-procedural-meshes
procedural-generation udemy unity unity3d
Last synced: 3 months ago
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Some naive experiments with procedural mesh generation in Unity
- Host: GitHub
- URL: https://github.com/sunsided/unity-procedural-meshes
- Owner: sunsided
- License: mit
- Created: 2019-08-17T19:49:01.000Z (almost 6 years ago)
- Default Branch: master
- Last Pushed: 2020-02-21T11:26:22.000Z (over 5 years ago)
- Last Synced: 2025-02-28T12:32:10.150Z (3 months ago)
- Topics: procedural-generation, udemy, unity, unity3d
- Language: C#
- Size: 1.8 MB
- Stars: 16
- Watchers: 4
- Forks: 2
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# Unity Procedural Mesh Generation
This project is following and implementing the ideas of the
[3D Procedural Mesh Generation Fundamentals in Unity](https://www.udemy.com/course/unity_procgen) course on Udemy.The core idea here is to build meshes at runtime, with some (naive) examples for
- Cubes and
- Pyramids,As well as "planar" mesh generation for:
- Planes
- Chessboards (by alternating submesh indexes)
- Landscapes (by varying height)## Procedural landscape generation
One of the more interesting approaches here, it mainly uses
- Time- and position based Perlin noise,
- Mesh ready for tiling (due to transform awareness) and
- Height-based submesh assignment.
## Procedural path generation
Shape extrusion along a path defined by
a set of waypoints.
A similar approach is used to generate a racetrack including walls and a mesh collider:
