I solved it myself
Seamless Perlin Noise problem. SOLVED
SOLVED
The problem was that I hadn't specified the vertices in world space. Once I calculated the perlin noise for each vertice in world space it worked. Cheers!
Hello!
I'm testing my abilities to generate a quick world, generating some vertices and applying perlin noise to create a nice random flow on the Y axis.
However I am generating pieces of land in Chunks and I want the chunks for generate seamlessly next to eachother. I've tried different things but just can't get it to work. I don't want the perlin noise to mirror eachother, I want it to continously generate and create a seamless world.
This is what it looks like atm.
How would I go on about doing this. Here's a snippet of the code that determines how the vertices will rise according to the Perlin noise.
public void CreateChunk()
{
vertices = new Vector3[(xSize + 1) * (zSize + 1)];
// FUNKAR 2D NOISE
for (int i = 0, z = 0; z <= zSize; z++)
{
for (int x = 0; x <= xSize; x++)
{
float y = Mathf.PerlinNoise(x * .02f, z * .02f) * -9;
vertices[i] = new Vector3(x, Mathf.RoundToInt(y), z);
i++;
}
}
Cheers!