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Question by Benster1599 · Aug 11, 2017 at 06:50 AM · 2d gametopdownprocedural-terrain

Infinite Top Down 2D Procedurally Generated Terrain (Help)

When using procedurally generated terrain No matter whether I am working with 2D sprites or 3D cubes I always find myself at this same point in development that I can never get past. I'm talking about the infinite terrain part, I can make say a 360x360 square of sprites colouring them using Perlin noise just fine, but when it comes to having chunks and that I just don't know where to start. I don't know how difficult this task is but if it relatively easy I would greatly appreciate if you altered my code to make this work, but if it is too difficult or time consuming I totally get it. I am semi-new to unity and c# (so you may have to elaborate on some things for me)

Thanks,

Here is my code:

public class Generation : MonoBehaviour {

 public float TextureResolution;
 private float TileSpacing;
 public GameObject TilePrefab;
 public GameObject World;
 public Sprite Sand;
 public Sprite Stone;
 public Sprite Snow;
 public Sprite Grass;
 public Sprite Dirt;
 private GameObject C;
 private float maxX = 320;
 private float maxY = 320;
 private int seed;
 void Start()
 {
     TileSpacing = TextureResolution / 100;
     Regenerate();
 }

 void Update()
 {
     if (Input.GetKeyDown (KeyCode.Mouse0))
     {
         var children = new List<GameObject>();
         foreach (Transform child in transform) children.Add(child.gameObject);
         children.ForEach(child => Destroy(child));

         Regenerate ();
     }
 }

 private void Regenerate(){
     seed = Random.Range (50, 300);
     float width = TilePrefab.transform.lossyScale.x * TileSpacing;
     float height = TilePrefab.transform.lossyScale.y * TileSpacing;
     for (float  i = 0; i < maxX; i++)
     {
         for (float k = 0; k < maxY; k++)
         {
             
             var perlin = Mathf.PerlinNoise(i / seed, k / seed);
             if (perlin >= 0)
             {
                 C = (GameObject)Instantiate(TilePrefab, new Vector3(i * width, k * height, 2), Quaternion.identity,this.transform);
                 SpriteRenderer Sr1 = C.GetComponent<SpriteRenderer>();
                 if (perlin <= 0.2)
                 {
                     Sr1.sprite = Stone;
                     Sr1.color = new Color(perlin*2,perlin*2,perlin*2);
                 }
                 else if (perlin <= 0.3)
                 {
                     Sr1.sprite = Grass;
                     Sr1.color = new Color(perlin*2,perlin*2,perlin*2);
                 }
                 else if (perlin <= 0.7)
                 {
                     Sr1.sprite = Grass;
                     Sr1.color = new Color(perlin*2,perlin*2,perlin*2);
                 }
                 else if (perlin <= 0.75)
                 {
                     Sr1.sprite = Sand;
                     Sr1.color = new Color(perlin*2,perlin*2,perlin*2);
                 }
                 else if (perlin <= 1)
                 {
                     Sr1.color = new Color(0,perlin,1);
                 }
             }
         }
     }
 }

}

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