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Infinite Procedural Terrain in Unity
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The project is using Unity 2017.3.0. Just FYI.
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Update: Unity 2017.2.0 introduced the Vector2Int class. It doesn't make a difference, but it makes more sense to use it to keep track of tiles. It didn't exist when I originally made it.
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Update Update: I didn't realize that It doesn't have the correct UV map to support custom textures. If you want to use a custom texture with the ground, you can get the updated script from this link: (see comments for changes)
Directions:
(All in advanced folder, make sure you're in the advanced scene)
Replace GenerateMesh script with new GenerateMesh script.
The Terrain Thingy prefab should say it's missing a component. Update it with the new GenerateMesh script.
In TerrainController, at the top somewhere, define a new variable:
[SerializeField]
private float uvScale = 1;
In TerrainController, around line 160, add a line:
gm.UVScale = uvScale;
Thank you to Rato Caverna in the comments for providing this fix.
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