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NavMesh not baking underneath 'overhead' sections of mesh, for one particular...

So in my game we have multiple floors through which the AI walk. I recently imported these blend files for each floor and set them up to bake the NavMesh for each. The one for the 'Upper' floors baked...

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Infinite Tiles but in both directions and despawn

Hello! Can someone help me? I want to spawn infinite tiles, but also delete them when i am out of range. So depending on which point the player is (the height is not important) there should spawn 5...

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Chunk Based Procedural Navmesh

Hello, I am following a tutorial to create a voxel-based cube game (read: Minecraft clone), where the chunks are set up as one mesh. At this point, I have the option to either create a collider mesh...

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Smooth chunk saving and loading

I'm creating a minecraft-style game which is chunk based. Here is the repo: https://github.com/JoshPJackson/BlockGame. I am having some performance issues with the saving and loading of chunks. Each...

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Big problem on chunk generation (Unity Tilemaps)

Why does this chunk generator, although it works virtually (in the sense that it generates chunks correctly, as seen in the gizmo img#0/img#1 visualization), generate these strange patterns in the...

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how can i make an infinite map using tilemap and also making chunks

how can i make an infinite map using tilemap and also making chunks

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How can I reduce drawcalls in 2d tilemap based chunk system?

I'm trying to develop 2d sandbox game using unity 2d tilemap system. I made some tile sprite and use this for procedural terrain geneneration. and here's my question. If one tilemap = one chunk and I...

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I cant get this to work

@unity using System.Collections; using System.Collections.Generic; using UnityEngine; public class GenarateChunk : MonoBehaviour { public GameObject DirtTile; public GameObject Grasstile; public...

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Chunk-based generation DOTS question

Hello, i want to create procedurally generated world. I have ran into little problem so i am here to ask. ---------- I want to make generation, where chunks will be generated around each player up to...

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About 2D open worlds (top down) chunking

I wanted to create a 2D open world and wondered what the best method for chunking is. Let's say I want to use tilemaps, do i have to greate a different tilemap for each individual chunk? What about the...

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Terrain chunk loading and unloading

Hi! I am working on a procedural landscape thing. It loads the world with the marching cubes algorithm in chunks (16x16 grids). I want to have the world load chunks strategically like shown in the gif...

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Is there a way to load premade terrain chunks randomly?

Hi! I'm making a game where the player is in a car and has to shoot down animals that are running across the road. Pretty simple game as I'm new to all this. I was wondering if there is a way to create...

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why is unity set tile not working?

Hi, umm I have a small problem where I auto-generate a tilemap. However, when tiles are re-saved and unloaded on a chunk, it saves incorrectly. To be more clear, I am using a Tilebase grid like this...

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How to read texture in chunks instead of stripes.

So currently I am using a 1000 by 1000 texture wallMap = new Texture2D(width, width, TextureFormat.ARGB32, false); and then coloring in certain parts to create a maze type of thing. Then at the end I...

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Need help fixing procedural generation bug

I've been trying to fix this bug for a week and I still haven't come across a solution. I'm working on a procedural generation system where I have a couple of GameObjects: - A player which controls the...

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How do I Iterate through child UI buttons to change their images?

So I'm working on a UI menu meant to hold a LOT of images, in order to avoid dropping performance when lots of images are loaded I'm trying to make them load in chunks. I've never used chunks before......

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I need to instantiate a bunch of objects without performance dips

I just need to make a very very long, scrollable list. I want to use the grid layout group to do so. I can technically create a list of tens of thousands of ojects but then performance drops...

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What's a better way to code in chunks

I've spent about 2 weeks trying to fix this one block of code to no avail. I've been trying to take small steps but I've barely made any progress and my code has turned into spaghetti, please help...

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How to make 2D TopDown chunks spawn and delete?

Hello, I want to create an infinite map for my game, with idea that it uses grid tiles. Grid cells are big and have already prefab for that, the idea that when player leaves that cell on his way will...

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Multithreaded chunk loading

I am working on a chunk loading system and I am wondering if I can implement multithreading differently as I have it now. As it is set up right now only vertices and triangles of the ground mesh are...

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Level Loading in Chunks

Hello everyone, I'm working on a sidescrolling platforming game, the assets are in 2D but I work in a 3D space. Since the graphic assets are all hand-drawn I was wondering this: If I put a chunk of the...

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The mesh doesn't update properly.

I have a game with a chunk mesh based system like Minecraft. In the MainSystem script I create a World instance and then I can render it. But after I render it from the Start method, if I want to...

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Chunk generation optimization?

I'm making a Minecraft clone, and the chunks take ages to load. The probable way to optimize this is by using the Greedy Meshing algorithm. As you can see: ![alt text][1] The chunks that are generated...

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chunk gen optimization

I'm making a Minecraft clone, and the chunks take ages to load. The probable way to optimize this is by using the Greedy Meshing algorithm. As you can see: ![alt text][1] The chunks that are generated...

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How to convert game objects into a subscene via script

I'm creating a world streaming system from scratch for my open world game. So my idea was to create grid of meshes from a heightmap and then place every mesh into a separate subscene. But I can't...

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Does deactivating GameObjects will improve performance?

I'm wondering, if deactivating game objects on my scene will help optimization. For example, I have a big terrain divided in chunks. If I will deactivate parent objects of every chunk when they are not...

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How to convert game objects into a subscene via script,How to convert game...

I'm creating an open world game, and right now I'm working on a world streaming system. I decided to write it from scratch and my idea was to generate a grid of meshes or chunks based on a height map....

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How to fix seams between generated meshes

I'm generating meshes using a heightmap, but there are always weird seams between them. I tried to use different formats of a heightmap, but it doesn't work. There are a lot of information about seams...

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Breaking large scalar field into smaller scalar fields

To start, I have a working script that dispatches a compute shader to genrate a 3d scalar field representatitive of a sphere. this script works fine, but after radii of about 40 units, the mesh begins...

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Weird Duplication and transposing of mesh data in chunk system

Hey guys, back at it again. I have a marching cubes implementation that works great. I have also half-implemented a chunk system that works half of the time. What is very odd is that the issues seem to...

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