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How can I make Procedurally Generated Terrain in 2d?
So, I'm stuck on a part of a game I've been working on. So far I have a side scrolling 2D game where you have to fly through obstacles. But instead of instantiating blocks or objects like that that you have to avoid, i wanted to have a solid line on the top and bottom of the screen that fluctuates randomly. I'm not sure how to do this. Could anyone possibly help me out?
Thanks.
I haven't done it in ages, so I don't really remember much, but I think there is a way to generate meshes in code - if so, then you could generate a mesh with a random point height (but within the range of being on the top or bottom) every so often then connect them as the bars. Or look into this for better random values (scroll down to see the 2D example): http://docs.unity3d.com/ScriptReference/$$anonymous$$athf.PerlinNoise.html
Answer by Ericool · Jan 10, 2015 at 03:18 AM
well the line would be an array of lines associate with joint points or vertices. You would move randomly in y their position, but the hardest part is to create collision.
Maybe you can try to put a mesh and then with a shader change the vertices buffer not the index buffer , and maybe if you put a mesh collider on the mesh it will work but I cannot promise.
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