Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by mscdelirium · May 27 at 01:39 PM · proceduralgenerationprocedural generationprocedural-generation

Spawn Floors To Fill Radius, And Remove Out Of Bounds Floors.,Spawn To Fill Radius

Hello, I am trying to make a system that spawns floor tiles (each 10x10 units) next to eachother within a certain radius, and removes the floor tiles that have their center point outside the radius. I do have functions that go about spawning floors around a center floor tile. But this will just create one circle around the center tile, instead of however many are nessecary to fill up a larger radius (currently a radius of 50 units).

Can/Should I use this approach to make it work the way I want to? If not, how else do I go about this?

 private Vector2[] PlaceFloorsAround(Vector2 currentFloorXZ)
     {
 
         Vector2[] newXZs = {
             new Vector2(currentFloorXZ.x + spawnOffset, currentFloorXZ.y),
             new Vector2(currentFloorXZ.x - spawnOffset, currentFloorXZ.y),
             new Vector2(currentFloorXZ.x, currentFloorXZ.y + spawnOffset),
             new Vector2(currentFloorXZ.x, currentFloorXZ.y - spawnOffset),
             new Vector2(currentFloorXZ.x -10.0f, currentFloorXZ.y - 10.0f),
             new Vector2(currentFloorXZ.x + 10.0f, currentFloorXZ.y - 10.0f),
             new Vector2(currentFloorXZ.x + 10.0f, currentFloorXZ.y + 10.0f),
             new Vector2(currentFloorXZ.x - 10.0f, currentFloorXZ.y + 10.0f),
         };
 
 
         foreach (Vector2 newXZ in newXZs)
         {
             if (canSpawnFloor(newXZ))
             {
                 Instantiate(floorPrefab, new Vector3(newXZ.x, floorHeight, newXZ.y), Quaternion.identity, transform);
             }
         }
 
         return newXZs;
     }
 
     private bool canSpawnFloor(Vector2 newXZ)
     {
         LayerMask layerMask = LayerMask.NameToLayer("Floor");
         Collider[] colliders = Physics.OverlapSphere(new Vector3(newXZ.x, floorHeight, newXZ.y), spawnCheckRadius, layerMask);
 
         if (colliders.Length == 0)
         {
             return true;
         }
 
         return false;
     }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

146 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Procedurally generate 3D mesh from 2D image 1 Answer

Procedural Audio in 3D 0 Answers

C# Proceducal Mesh terrain 2 Answers

Procedural generation of blocks 0 Answers

Procedural Mesh From Random List Of Veritces 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges