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Question by
Fr0stbite · Jan 09, 2016 at 03:16 PM ·
terrainterraindataperlin noiseperlinnoise
Terrain and PerlinNoise Glitch
I use this Script to create random terrain heightmap:
using UnityEngine;
using System.Collections;
public class TerrainMesh : MonoBehaviour {
public TerrainData terrainData;
public float heightScale = 0.001F;
public Vector2 position;
// Use this for initialization
void Start () {
GenerateTerrain ();
}
void GenerateTerrain () {
int xSize = terrainData.heightmapWidth;
int zSize = terrainData.heightmapHeight;
float[,] heights = terrainData.GetHeights (0, 0, xSize, zSize);
for (int x = 0; x < xSize; x++) {
for (int z = 0; z < zSize; z++) {
heights [x, z] = Mathf.PerlinNoise (((position.y * xSize) + x) * heightScale, ((position.x * zSize) + z) * heightScale);
}
}
terrainData.SetHeights (0, 0, heights);
}
}
and the result seems to be buggy ( there meet the two terrain) :
Can u tell me what is wrong with it?
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