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Question by 8o7wer · Aug 25, 2017 at 05:36 AM · terrainterrain generation

My 3D infinite terrain generator is acting weirdly, Ive spent weeks debugging and I cant find the problem.

I Get weird meshing of the terrain, I feel like it lies in Terrain_Generation.cs but I cant pinpoint the problem in it.

Terrain_Generation.cs

terr is a prefab containing a terrain object and a few special things for my project that are visual

 using UnityEngine;
 
 public class Terrain_Generation : MonoBehaviour
 {
     public int depth = 200;  //height from above
 
     public int width = 512;     //make a int named width and set it to a default of 256
     public int height = 512;    //make int named height and set it to a default of 256 [Length of terrain]
 
     public float scale = 0.01f;
 
     public float offsetX = 0;
     public float offsetY = 0;
     public float power = 3;
 
     public float seed = 0;
 
     [Header("Terrain Manager Interface")]
 
     public bool redraw = false;
     Terrain terr; 
     TerrainCollider tercol;
 
     public void Start()
     {
         //seed = Random.Range(0, 100000);
         //terr = GetComponent<Terrain>();
         //tercol = GetComponent<TerrainCollider> ();
         offsetX = (int)transform.position.x;
         offsetY = (int)transform.position.y;
     }
 
     public void Update() {
 //        if (redraw==true) {
 //            TerrainData terrr = new TerrainData ();
 //            terrr.size = new Vector3 (width, depth, height);
 //
 //
 //            terrr = GenerateTerrain (terrr);
 //
 //            terr.terrainData = terrr;
 //            tercol.terrainData = terrr;
 //
 //        }
 //        redraw = false;
     }
 
     public TerrainData GenerateTerrain(TerrainData terrData)
     {
         terrData.heightmapResolution = width;        
 
         terrData.size = new Vector3(width, depth, height);
 
         terrData.SetHeights(0, 0, GenerateHeights());
         return terrData;
     }
 
     float[,] GenerateHeights()
     {
         offsetX = (int)transform.position.x + 1;
         offsetY = (int)transform.position.y + 1;
         float[,] heights = new float[width, height];
         for (int y = 0; y < height; y++)
         {
             for (int x = 0; x < width; x++)
             {
                 heights[x, y] = CalculateHeight(x + offsetX, y + offsetY);      //generate some perlin noise value
             }
         }
 
         return heights;
     }
 
     float CalculateHeight(float x, float y)
     {
         float xCord = (float)(x)*scale;
         float yCord = (float)(y)*scale;
 
         xCord += seed;
         yCord += seed;
 
         return Mathf.Pow(Mathf.PerlinNoise(xCord, yCord), power);//+Mathf.Pow(Mathf.PerlinNoise(xCord, yCord), 10)*5;
         //return Mathf.PerlinNoise(xCord, yCord) * (float)depth;
     }
 }

Terrain_Manager.cs

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class TerrainManager : MonoBehaviour {
     public GameObject terr;
     public int renderDistance = 3; // should be odd;
     public float seed;
     public GameObject player;
 
     // Use this for initialization
     void Start () {
         seed = Random.Range(-1000, 1000);
         reloadChunks ();
     }
 
     // Update is called once per frame
     void Update () {
         
     }
 
     void reloadChunks () {
         for(int i = transform.childCount-1; i >= 0; i--)
         {
             Transform child = transform.GetChild(i);
             Destroy (child.gameObject);
         }
 
         for (int z = 0; z < renderDistance; z++) {
             for (int x = 0; x < renderDistance; x++) {
                 Vector3 terpos = new Vector3 (x*512, 0, z*512);
                 Transform trans = transform;
                 trans.position = terpos;
 
                 GameObject t = Instantiate(terr, trans) as GameObject;
                 Terrain_Generation ter = GetComponent<Terrain_Generation>() as Terrain_Generation;
 
                 //ter.offsetX = terpos.x;
                 //ter.offsetY = terpos.z;
                 ter.seed = seed;
                 //ter.redraw = true;
 
                 TerrainData terdata = new TerrainData();
                 TerrainData terrrdata = ter.GenerateTerrain (terdata);
                 t.GetComponent<Terrain>().terrainData = terrrdata;
                 t.GetComponent<TerrainCollider> ().terrainData = terrrdata;
                 transform.position = new Vector3 (0, 0, 0);
             }
         }
     }
 }
 

There is a terrain manager object with the components:

TerrainManager.cs

Terrain_Generation.cs

PS:

Sorry for messy code!

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avatar image FortisVenaliter · Aug 25, 2017 at 03:46 PM 0
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So... your terrain has 'weird meshing'? You're just assu$$anonymous$$g people here will know what that means, without further explanation or screenshots?

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