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Procedural Generation in Unity
In Unity I am trying to replicate an AudioSurf sort of game, but instead, with randomly generated terrain. I searched had a littlt look at Perlin Noise, but I dunno how to focus that onto a single pathway. IS there any way I can replicate that terrain to make it look like Audiosurf but make the terrain generate randomly such as shown in Temple Run
Thanks
I don't think that it would be easy with Unity Terrain. You will need to generate your own mesh.
Best approach is to generate a triangle strip kind of mesh and play with the vertex position (height) following some kind of sine or cosine wave.
Another approach could be to generate a hightmap for the terrain but I suppose you will have more control and performance benefits with $$anonymous$$ryptos suggestion.
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