View by Component
Physics , Physics 2D , Audio , UI , Tilemap , Cinemachine , Timeline , Network , Animation , Animator , Sprites , Scripting , Tips , Colliders , 2D Colliders , Rigidbody , Rigidbody 2D , Interaction , Editor , Game Mechanics , In-App Purchase , Material , General , Prefab , ProGrids , Light , Rendering , Ads , Scriptable Objects , Events , Level Design , Making Of , Assets , Procedural , ProBuilder , Particles , Machine Learning , News & Announcements , Conference , Enemy & NPC , PlayerPrefs , Post Processing , Interview , Shader , VFX , TextMeshPro , InputSystem , XR
How To Generate Random 3D Buildings In Unity
Uploaded by Matt MirrorFishShare: Twitter Facebook
In this video we continue exploring the theme of procedural city generation by looking at how to generate 3D buildings from small modular parts. We're using a set of free assets created by Kenney, link below.
Github repo to download the source: http://bit.ly/imaginarycities
Assets by Kenney: https://www.kenney.nl/assets/modular-buildings
This is one part of a Unity procedural generation project in which we generate a city using Perlin noise, modular 3d buildings and nested grid shapes for streets. Its a relatively simple approach which creates some nicely varied results using a small amount of c# code. This type of generation approach could be great for roguelite or roguelike games in C# or in Unity3d.
Github repo to download the source: http://bit.ly/imaginarycities
Assets by Kenney: https://www.kenney.nl/assets/modular-buildings
This is one part of a Unity procedural generation project in which we generate a city using Perlin noise, modular 3d buildings and nested grid shapes for streets. Its a relatively simple approach which creates some nicely varied results using a small amount of c# code. This type of generation approach could be great for roguelite or roguelike games in C# or in Unity3d.