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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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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.
$$anonymous$$any thanks - sorry for posting this in the wrong place.
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