I’ve started prototyping the “inside colony” mode for High Frontier (see video here). So, instead of being based on a flat plane, my world is wrapped around the inside of a giant cylinder (or other closed shape).
Placing buildings, trees, vehicles, etc. on the inside of this cylinder is easy enough, as is making a perfectly flat ground (just a giant cylindrical mesh, facing in). That perfectly uniform ground is boring, though. I’d love to use Unity’s Terrain system, but how?
I had hoped the Terrain component generated a Mesh which I could then manipulate the vertices of, to bend them around into a cylindrical shape. But nope, there doesn’t appear to be a mesh filter at all, or any access to the vertices it must be creating under the hood. When I think about it, I guess that makes sense; it’s probably dynamically adjusting the level of detail, perhaps directly stuffing things into the rendering pipeline, rather than inserting meshes into the scene graph.
But I really love the Terrain editor for its easy of sculpting and painting the terrain.
Anybody have any ideas how I can make use of Terrain with a non-flat (e.g. cylindrical) geometry? Or if that’s impossible, some similar tool that would work?
Thanks,
- Joe