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This question was closed Oct 28, 2014 at 05:56 PM by robertbu for the following reason:

Design/discussion question

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Question by RichardWilcox · Oct 28, 2014 at 05:56 PM · terrainprocedural

Terrain Generation Question - Unity Limitations - Procedural Terrain and Deformation of 2d Squares (Like Terraria)

Hi all,

I'm very new to Unity but have done a bit of stuff with a few other languages and I was hoping to get a second opinion.

I plan to have a game that involves lots of 2d squares that represent the terrain which are destroyed and replaced by nothingness allowing pathing through where they were. I was hoping for the scale of the game world to be substantial.

Internet searching has lead me to believe that this is not possible in Unity - while it can be physically coded successfully as soon as the world size goes over a certain limit it essentially does not work.

If anyone could confirm or deny that and/or suggest an alternative platform for me to attempt I'd appreciate it.

Thank you.

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avatar image robertbu · Oct 28, 2014 at 06:02 PM 0
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We ask that design/discussion questions be asked on Unity Forums. Unity Answers addresses single, specific technical questions. If you post on the Forums, consider editing your question to include a link here to the forum post so that anyone from this list that wants to contribute can find the post.

What you are trying to do needs to be done by having each one of your squares as a Quad in a mesh when implemented in Unity. For a really large area, you may also have to create/destroy/enable/disable meshes based on what can be seen. While the code is not directly usable, my answer here as some code that I tested with 16 million quads without a frame rate drop running on my desktop. Also research Voxels and $$anonymous$$inecraft on UA.

avatar image RichardWilcox · Oct 29, 2014 at 02:29 PM 0
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$$anonymous$$any thanks - sorry for posting this in the wrong place.

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