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Question by tsapapolis · Jul 12, 2021 at 01:08 PM · 2dtilemapmapendless

How to make endless 2D map in every direction

With the script I got, I can go to the right and it will never end, I can go up and it'll be endless too etc. but when I go somewhere and try to change direction, it's not working.

 using System.Collections.Generic;
 using System.Collections;
 using UnityEngine;
 
 public class LevelGenerator : MonoBehaviour
 {
 
     private const float PLAYER_DISTANCE_SPAWN_LEVEL_PART = 100f;
 
     [SerializeField] private Transform levelPart_Start;
     [SerializeField] private List<Transform> levelPartList;
     [SerializeField] private Transform player;
 
     
     private Vector3 lastRightPosition;
     private Vector3 lastUpPosition;
     private Vector3 lastLeftPosition;
     private Vector3 lastDownPosition;
     private Vector3 playerPosition;
 
     private void Awake()
     {
         lastRightPosition = levelPart_Start.Find("RightPosition").position;
         lastUpPosition = levelPart_Start.Find("UpPosition").position;
         lastLeftPosition = levelPart_Start.Find("LeftPosition").position;
         lastDownPosition = levelPart_Start.Find("DownPosition").position;
     }
 
     private void Update()
     {
         playerPosition = player.Find("Player").position;
 
         if (Vector3.Distance(playerPosition, lastRightPosition) < PLAYER_DISTANCE_SPAWN_LEVEL_PART)
         {
             SpawnLevelPartRight();
         }
         if (Vector3.Distance(playerPosition, lastUpPosition) < PLAYER_DISTANCE_SPAWN_LEVEL_PART)
         {
             SpawnLevelPartUp();
         }
         if (Vector3.Distance(playerPosition, lastLeftPosition) < PLAYER_DISTANCE_SPAWN_LEVEL_PART)
         {
             SpawnLevelPartLeft();
         }
         if (Vector3.Distance(playerPosition, lastDownPosition) < PLAYER_DISTANCE_SPAWN_LEVEL_PART)
         {
             SpawnLevelPartDown();
         }
     }
 
     private void SpawnLevelPartRight()
     {
         Transform chosenLevelPart = levelPartList[Random.Range(0, levelPartList.Count)];
         Transform lastLevelPartTransform = SpawnLevelPart(chosenLevelPart, lastRightPosition);
         lastRightPosition = lastLevelPartTransform.Find("RightPosition").position;
     }
     private void SpawnLevelPartUp()
     {
         Transform chosenLevelPart = levelPartList[Random.Range(0, levelPartList.Count)];
         Transform lastLevelPartTransform = SpawnLevelPart(chosenLevelPart, lastUpPosition);
         lastUpPosition = lastLevelPartTransform.Find("UpPosition").position;
     }
     private void SpawnLevelPartLeft()
     {
         Transform chosenLevelPart = levelPartList[Random.Range(0, levelPartList.Count)];
         Transform lastLevelPartTransform = SpawnLevelPart(chosenLevelPart, lastLeftPosition);
         lastLeftPosition = lastLevelPartTransform.Find("LeftPosition").position;
     }
     private void SpawnLevelPartDown()
     {
         Transform chosenLevelPart = levelPartList[Random.Range(0, levelPartList.Count)];
         Transform lastLevelPartTransform = SpawnLevelPart(chosenLevelPart, lastDownPosition);
         lastDownPosition = lastLevelPartTransform.Find("DownPosition").position;
     }
 
     private Transform SpawnLevelPart(Transform levelPart, Vector3 spawnPosition)
     {
         Transform levelPartTransform = Instantiate(levelPart, spawnPosition, Quaternion.identity);
         return levelPartTransform;
     }
 }
 
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Answer by yusufa26 · Oct 31, 2021 at 11:12 AM

Hi

The problem is updating the last level position only in one direction when spawning a new level part. Last positions should be updated in every direction.

For example:

  private void SpawnLevelPartRight()
  {
      Transform chosenLevelPart = levelPartList[Random.Range(0, levelPartList.Count)];
      Transform lastLevelPartTransform = SpawnLevelPart(chosenLevelPart, lastRightPosition);

      lastRightPosition = lastLevelPartTransform.Find("RightPosition").position;
      lastUpPosition = lastLevelPartTransform.Find("UpPosition").position;
      lastLeftPosition = lastLevelPartTransform.Find("LeftPosition").position;
      lastDownPosition = lastLevelPartTransform.Find("DownPosition").position;
  }

I don't know how the game design is (whether if player can move diagonal or vertical/horizontal only etc.) but diagonal movements of the player will still be a problem with this approach. I think this approach would fits better for games that levels flow in vertical-horizontal directions only.

Thank you, have a nice day.

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