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Question by Hamsword · Jul 24, 2020 at 11:48 PM · c#3dgenerationgroundfloor

How can I make an infinite floor that generates based on where the player goes?

Hey! I would like to make a script with C# in Unity3D that generates the floor near you as you explore and move around. It would be made up of 1x1 planes that seamlessly connect. It would place a new one on the invisible grid if you get somewhat close, in a way that you wouldn't see it being generated (and it would only place it if there wasn't a floor there already). I tried in many ways but I don't know how I could do this. I know exactly what I want to do I just can't get it to work, so feel free to ask me anything if I wasn't clear. Thanks :)

Here's the code I've written so far; this doesn't make a full floor though, only 2 lines of the 1x1 pieces on the x and axis.

      using System;
      using System.Collections;
      using System.Collections.Generic;
      using UnityEngine;
      
      public class TileGen : MonoBehaviour
      {
          public Transform player;
          public Transform floor;
          int overpassz = 0;
          int overpassx = 0;
          int overpasszm = 0;
          int overpassxm = 0;
      
          void Update()
          {
              if (player.transform.position.z > overpassz && player.transform.position.x < overpassx)
              {
                  overpassz += 10;
                  Instantiate(floor, new Vector3 (0, 0, overpassz), Quaternion.identity);
              }
              if (player.transform.position.x > overpassx && player.transform.position.z < overpassz)
              {
                  overpassx += 10;
                  Instantiate(floor, new Vector3 (overpassx, 0, 0), Quaternion.identity);
              }
              if (player.transform.position.z < overpasszm)
              {
                  overpasszm -= 10;
                  Instantiate(floor, new Vector3 (0, 0, overpasszm), Quaternion.identity);
              }
              if (player.transform.position.x < overpassxm)
              {
                  overpassxm -= 10;
                  Instantiate(floor, new Vector3(overpassxm, 0, 0), Quaternion.identity);
              }
          }
      }

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Answer by canslp · Jul 28, 2020 at 07:46 PM

you might want to consider making a custom mesh! it's maybe the most complicated way to do it but it also gives you the most control. like make an empty floor object and give it a mesh renderer with no input, then add a script. there's lots of good tutorials for making mesh scripts, but essentially you'd want to constantly generate new triangles beneath the player when they approach a new area.

(here's the video i watched a while back that really helped) https://www.youtube.com/watch?v=eJEpeUH1EMg

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