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Question by savelyevno · Apr 30, 2018 at 10:46 AM · terraingeneration

Creating discrete-leveled terrain.

I have a height map array that I use to set terrain heights . This way provided values serve as heights for points which correspond to grid lines intersections; heights in between are produced by (linear?) interpolation.

But what I would like to get is a terrain, in which height map array sets heights for grid cells, rather than grid lines intersections. Like this: alt text Is there a way to obtain such behavior?

rough-terrain.png (99.0 kB)
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Answer by DawdleDev · Apr 30, 2018 at 01:59 PM

Don't use a terrain. You're thinking about the wrong usage for a terrain. What you could do is this (in pseudocode):

 2DListOfFloats heights;
 public GameObject cubePrefab;
 
 OnEnable () {
   for(int y = 0; y<heights.collumncount;y++) {
     for(int x=0;x<heights.rowcount;x++) {
       GameObject cube = Instantiate (cubePrefab, new Vector3 (x, y, heights[y][x]), Quaternion.identity, WorldContainer) as GameObject;
       cube.transform.localScale = new Vector3 (1, 1, heights[y][x] * 2);
     }
   }
 }

cubePrefab needs to be assigned in the editor. It needs to be a basic cube (with whatever texture you desire). Heights also needs to be assigned, but that can be procedural or random. Try perlin noise.

Hope this helps!

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