Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - dividity

Pages: [1]
1
Support / Re: Tilemap as Prefab for Infinite or Dynamic Terrain
« on: September 11, 2015, 08:06:21 pm »
Thank you for the reply.

If I understand correctly, with this method I can't generate a, let's say, "infinite tilemap". I'd have to create a certain number of scenes beforehand and then load them additively where I want.

Is this correct or am I missing something?

Thanks again,

2
Support / Tilemap as Prefab for Infinite or Dynamic Terrain
« on: September 10, 2015, 06:59:52 pm »
Hi,

I'm making a game that requires my terrain (tilemap) to be very big, and procedurally generated. The shape of the level I can change by means of SetTile and such, and is working like a charm, but now I want to be able to dynamically add tilemaps to the scene according to the position of the player.
I saw in a post a recommendation to use LoadLevelAdditiveAsync, but with this approach, unless I understood incorrectly, I'd have to have a scene for each tilemap I want to add.

So, what I tried was creating a prefab of the tilemap and instantiating it at runtime, but this has a bizarre behavior (possibly I'm doing something wrong). The newly created tilemap appears on the hierarchy but the Render Data doesn't. I tried Build() and ForceBuild().

I'd really appreciate it if someone could point me in the right direction on how to achieve this.
Or, if someone could point to a solution to building large worlds without me having to write my own tilemap.

Thanks in advance!!!


Pages: [1]