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Question by The_Spanish_Falcon · Nov 14, 2016 at 07:37 PM · c#scenescriptingbasicsscenesprefab-instance

Dynamic Scene Creation through Scripts?

I am making a dynamic murder mystery game in Unity and was wondering the best way of generating the scenes/scene for my game.

There will be multiple rooms that won't be the same each game and thus I was wondering if I can somehow create a prefab of my room and then subsequently pass it any parameters I need when i instantiate it?

Basically, can I create a room "class" that I can then instantiate later on?

Thanks

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avatar image Naphier · Nov 14, 2016 at 08:46 PM 0
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Of course. You'll likely need prefabs for the room and its decorations. Just choose where to instantiate the room and where to place decorations. This is what prefabs are all about :D

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Answer by Aluxxi · Nov 14, 2016 at 09:00 PM

I would recommend checking out this tutorial for a randomly generated maze:

http://catlikecoding.com/unity/tutorials/maze/

Back to your question; there is more than one way to go about dynamic/procedural generation. It is possible to create prefabs and instantiate them at runtime or you can generate a mesh and pass it parameters depending on what you are doing.

As an example, think of a road tool you would want the user to be able to place roads with in game. You could create a ton of road prefabs and instantiate them where the mouse clicks - or generate a mesh on the fly and add a texture to it.

https://docs.unity3d.com/Manual/GeneratingMeshGeometryProcedurally.html

Unity has a procedural cave generation tutorial that you could learn from:

https://unity3d.com/learn/tutorials/projects/procedural-cave-generation-tutorial

You could create a Room class with parameters to be used when generating a mesh and then call that method from another script.

 public class Room : MonoBehaviour {
 
   public int minimum_width = 20;
   public int maximum_width = 50;
   public int minimum_height = 10;
 
     public void GenerateRoom() {
 
     // Code to generate procedural room
 
     }
 
 }

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