Bugs with infinite Perlin Noise

Hey guys. I have this error with my perlin noise scripts. Where either the game objects overlap

or they multiply he distance between the game objects by 2.

Here is the code for the perlin noise script:

public class PrefabNoise : MonoBehaviour
{
    public int mapSize = 50;
    public GameObject grass, water, tree;

   // public float threshold = 0.5f, scalepublic, frequency = 0.05f, amplitude = 1f, treeFrequency, treeAmplitude;
    public int seed;

    public int chunkSize = 64;
    public float chunkDistance = 32f;

    private float offsetX, offsetY;
    private GameObject player;

    private List<Vector2> GrassVected = new List<Vector2>();
    private Dictionary<Vector2, Chunk> chunks = new Dictionary<Vector2, Chunk>();

    private float x = 0, y = 0;
    void Awake()
    {

        Random.InitState(seed);


    }







    void Start()
    {

        player = GameObject.Find("Player");

    }
    private void Update()
    {
        Vector3 playerPos = player.transform.position;
        int currentChunkX = Mathf.CeilToInt(playerPos.x / chunkSize);
        int currentChunkY = Mathf.CeilToInt(playerPos.y / chunkSize);

        for (int x = currentChunkX - 1; x <= currentChunkX + 1; x++)
        {
            for (int y = currentChunkY - 1; y <= currentChunkY + 1; y++)
            {
                Vector2 chunkCoord = new Vector2(x, y);
                if (!chunks.ContainsKey(chunkCoord))
                {
                    float[,] noiseMap = new float[chunkSize, chunkSize];

                    int mapPosY = 0;
                    int mapPosX = 0;



                    for (int i = 0; i < chunkSize; i++)
                    {
                        for (int j = 0; j < chunkSize; j++)
                        {
                            float xCoord = (float)(i + chunkCoord.x * chunkSize) / (float)chunkSize + offsetX; // added offsetX
                            float yCoord = (float)(j + chunkCoord.y * chunkSize) / (float)chunkSize + offsetY; // added offsetY
                            noiseMap[i, j] = Mathf.PerlinNoise(xCoord, yCoord);
                            mapPosX = (int)xCoord;
                            mapPosY = (int)yCoord;
                        }
                    }

                    GameObject chunkObject = new GameObject("Chunk (" + x + ", " + y + ")");


                    chunkObject.transform.position = new Vector3(x, y, 0f);



                    Chunk chunk = chunkObject.AddComponent<Chunk>();
                    chunk.noiseMap = noiseMap;
                    chunk.transform.parent = transform;

                    chunk.mapPosX = chunkCoord.x;
                    chunk.mapPosY = chunkCoord.y;

                    chunks.Add(chunkCoord, chunk);
                }
            }
        }
    }

}

And here is the code for the chunk script:

public class Chunk : MonoBehaviour
{
    public float mapSize = 50, mapPosX, mapPosY;
    public GameObject grass, water, tree;
    public float threshold = 0.5f, scalepublic, frequency = 0.05f, amplitude = 1f, treeFrequency, treeAmplitude;
    public int seed;
    private List<Vector2> GrassVected = new List<Vector2>();

    public float[,] noiseMap;

    void Start()
    {
        water = GameObject.Find("Water");
        tree = GameObject.Find("Tree");
        grass = GameObject.Find("Grass");
        GenerateTerrain();


    }

    private void GenerateTerrain()
    {
        for (int x = 0; x < noiseMap.GetLength(0); x++)
        {
            for (int y = 0; y < noiseMap.GetLength(1); y++)
            {
              
                float noiseValue = noiseMap [x,y];

                if (noiseValue > threshold)
                {
                    GrassVected.Add(new Vector2(x, y));

                    Vector3 position = new Vector3(x * mapPosX, y * mapPosY, 0f);
                    GameObject b = Instantiate(grass, position, Quaternion.identity);
                    b.transform.parent = transform;
                }
                else
                {
                    Vector3 position = new Vector3(x *mapPosX, y * mapPosY, 0f);
                    GameObject b = Instantiate(water, position, Quaternion.identity);
                    b.transform.parent = transform;
                }
            }
        }
    }
}

I cant figure out how to add images from my computer to show you guys what it looks like. But I hope you can still help me with this.

Thanks in advance

There’s an “Upload a File” right next to the “Post Reply” button.

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

When in doubt, print it out!™

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

After 2 days of smashing my head on the computer. I would like to thank you for giving me this advice. Thank you my kind sir

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