#Id like some help with this Procedural Generation
1 messages · Page 1 of 1 (latest)
Hi, @fickle stag - I've reached out to the terrain team so they can help clarify, but in the meantime I wanted to share some recent updates about our water system in case it helps: https://blog.unity.com/engine-platform/new-hdrp-water-system-in-2022-lts-and-2023-1
Hi @fickle stag , I'm the Product Manager for the World Building team and the Terrain system Are you using the terrain system or just generating randomly placed meshes? I'm just trying to best understand who to reach out to for you for more help as I don't know a quick way to help you myself.
If it's random tiles, I'm not sure how you'd make them seamless for instance
im using scripts from this guide:
https://gamedevacademy.org/complete-guide-to-procedural-level-generation-in-unity-part-1/
its noisemap generated terrain
Our team helped make the new water system as well so I've asked in our internal slack channel. Will definitely keep you posted if I hear back. I don't think I can give any direct guidance on my own.
This may work better to have a water plane at the ground level and then make the sections marked as water use a fully transparent shader.