Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by xXSLUGSXx · Jul 30, 2014 at 03:18 AM · c#2d

C# Procedural Tilemap Generation - Each instance of tilemap rendering the same

I am working with script from a tutorial I followed to randomly generate terrain on a tilemap. The trouble I am having is when I add individual instances of the tilemap each one is a copy of the other. I thought it would be as simple as making the 2d array static so each instance of the tilemap would generate off a seperate array however this was not the case. Can I get some pointers here?

TileData.cs using UnityEngine; using System.Collections;

 public class TileData : MonoBehaviour{
     public static int[,] tile;
     int x, y;
 
     // Use this for initialization
     void Awake ()
     {
         int mapHeight = TileMap.SIZE_Z;
         int mapWidth = TileMap.SIZE_X;;
         float tileSize = TileMap.TILESIZE;
 
         tile = new int[mapWidth, mapHeight];
 
         for (int x = 0; x < mapWidth; x++) 
         {
             for (int y = 0; y < mapHeight; y++)
             {
                 tile[x, y] = Random.Range (0, 4);
             }
         }
     }
 
     public int GetTileAt(int x, int y) {
         return tile[x,y];
     }
 }

TileMap.cs

 using UnityEngine;
 using System.Collections;
 [RequireComponent(typeof(MeshRenderer))]
 [RequireComponent(typeof(MeshCollider))]
 public class TileMap : MonoBehaviour {
     
     public int size_x;
     public int size_z;
     public float tileSize;
 
     public static int SIZE_X;
     public static int SIZE_Z;
     public static float TILESIZE;
     
         
     public Texture2D terrainTiles;
     public int tileResolution;
         
     // Use this for initialization
     void Start () 
     {
         SIZE_X = size_x;
         SIZE_Z = size_z;
         TILESIZE = tileSize;
         BuildMesh();
     }
         
     Color[][] ChopUpTiles() 
     {
         int numTilesPerRow = terrainTiles.width / tileResolution;
         int numRows = terrainTiles.height / tileResolution;
 
         Color[][] tiles = new Color[numTilesPerRow*numRows][];
 
         for(int y=0; y<numRows; y++) 
         {
             for(int x=0; x<numTilesPerRow; x++) 
             {
                 tiles[y*numTilesPerRow + x] = terrainTiles.GetPixels( x*tileResolution , y*tileResolution, tileResolution, tileResolution );
             }
         }
 
         return tiles;
     }
         
     void BuildTexture() 
     {
         //TileData map = new TileData();
         TileData map = gameObject.AddComponent<TileData>() as TileData;
 
         int texWidth = size_x * tileResolution;
         int texHeight = size_z * tileResolution;
         Texture2D texture = new Texture2D(texWidth, texHeight);
             
         Color[][] tiles = ChopUpTiles();
 
         for(int y=0; y < size_z; y++) 
         {
             for(int x=0; x < size_x; x++) 
             {
                 Color[] p = tiles[map.GetTileAt(x,y)];
                 texture.SetPixels(x*tileResolution, y*tileResolution, tileResolution, tileResolution, p);
             }
         }
             
         texture.filterMode = FilterMode.Point;
         texture.wrapMode = TextureWrapMode.Clamp;
         texture.Apply();
             
         MeshRenderer mesh_renderer = GetComponent<MeshRenderer>();
         mesh_renderer.sharedMaterials[0].mainTexture = texture;
             
     }
         
     public void BuildMesh() 
     {
         int numTiles = size_x * size_z;
         int numTris = numTiles * 2;
             
         int vsize_x = size_x + 1;
         int vsize_z = size_z + 1;
         int numVerts = vsize_x * vsize_z;
             
         // Generate the mesh data
         Vector3[] vertices = new Vector3[ numVerts ];
         Vector3[] normals = new Vector3[numVerts];
         Vector2[] uv = new Vector2[numVerts];
             
         int[] triangles = new int[ numTris * 3 ];
             
         int x, z;
         for(z=0; z < vsize_z; z++) 
         {
             for(x=0; x < vsize_x; x++) 
             {
                 vertices[ z * vsize_x + x ] = new Vector3( x*tileSize, 0, -z*tileSize );
                 normals[ z * vsize_x + x ] = Vector3.up;
                 uv[ z * vsize_x + x ] = new Vector2( (float)x / size_x, 1f - (float)z / size_z );
             }
         }
             
         for(z=0; z < size_z; z++) 
         {
             for(x=0; x < size_x; x++) 
             {
                 int squareIndex = z * size_x + x;
                 int triOffset = squareIndex * 6;
                 triangles[triOffset + 0] = z * vsize_x + x +            0;
                 triangles[triOffset + 2] = z * vsize_x + x + vsize_x + 0;
                 triangles[triOffset + 1] = z * vsize_x + x + vsize_x + 1;
             
                 triangles[triOffset + 3] = z * vsize_x + x +            0;
                 triangles[triOffset + 5] = z * vsize_x + x + vsize_x + 1;
                 triangles[triOffset + 4] = z * vsize_x + x +            1;
             }
         }
             
             
         // Create a new Mesh and populate with the data
         Mesh mesh = new Mesh();
         mesh.vertices = vertices;
         mesh.triangles = triangles;
         mesh.normals = normals;
         mesh.uv = uv;
             
         // Assign our mesh to our filter/renderer/collider
         MeshFilter mesh_filter = GetComponent<MeshFilter>();
         MeshCollider mesh_collider = GetComponent<MeshCollider>();
 
         mesh_filter.mesh = mesh;
         mesh_collider.sharedMesh = mesh;
         Debug.Log ("Done Mesh!");
             
         BuildTexture();
     }
 }



Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image robertbu · Jul 30, 2014 at 05:08 AM 0
Share

'static' variables are shared by all instances of a class. I did not go through your whole script, but at the very least the 'tile' array should not be static.

avatar image xXSLUGSXx · Jul 30, 2014 at 10:50 AM 0
Share

I totally knew that too, I went to bed and woke up wondering what the hell I was thinking making that static, lol.

I've narrowed it down to the Tile$$anonymous$$ap script, I made each individual tilemap only 1 x 1 and added a Debug.log(tile[x.y]) into TileData.cs and it shows each instance of the array resulting in different values, however the Tile$$anonymous$$ap script is only taking one of the images and applying it to all tiles, regardless of their arrays.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by xXSLUGSXx · Jul 30, 2014 at 11:06 AM

Found it, it was the mesh_renderer.sharedMaterials[0].mainTexture = texture; changing all instances of the material I was using.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Instantiate Object position C#, not visible after new pos 1 Answer

how to controll second camera (MiniMap)? 1 Answer

Simple script to follow player only shows the camera background 1 Answer

I need a script in C# which moves an object in only one direction at a time. 1 Answer

Check If Animator Animation Has Finished 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges