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Question by raqbiel · Aug 14, 2019 at 10:31 AM · procedural generationwaypointsnodesroad

Create Procedural Road with nodes in direction

Hello!

I wanna create road using nodes. Everytime when I meet node on road script creating new node on the end of my road and creating new part of road between nodes. I want to creating nodes with random position but in direction to point B(check screen). Someone could help me how i could do that?:) Sorry for my english :)

alt text

Script for generate new node after meet node:

   private void OnTriggerExit(Collider other)
     {
         float currentOffset = 150f;
 
         if (other.gameObject.name == "Cube") {
             Debug.Log("Triggered");
         
         Transform lastItem = procRoad.pathNodes[procRoad.pathNodes.Count - 1];
         //Transform firstItem = procRoad.pathNodes[0];
         Vector3 localOffset = new Vector3(Random.Range(-150,150), 0, currentOffset); //offset for first road block
         Vector3 spawnPosition = lastItem.transform.position + localOffset;
         GameObject go = Instantiate(procRoad.nodePrefab, spawnPosition, Quaternion.identity) as GameObject;
         MoveNodes moveNode = go.AddComponent<MoveNodes>();
         moveNode.Init(raycastCamera, heightOffset, procRoad);
         procRoad.pathNodes.Add(go.transform);
             this.gameObject.SetActive(false);
             if (procRoad.pathNodes.Count > 1)
             {
                 procRoad.RegenerateAuxNodes();
             }
             if(procRoad.pathNodes.Count > 10)
             {
                // Destroy(transform.gameObject);
                 procRoad.pathNodes.Remove(procRoad.pathNodes[0]);
              
             }
         }

Thanks guys!

waypoints.png (10.4 kB)
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