This is not the case, it actually depends on all cave generation values. For example you can have magnitude set to 2, ‘Size of Caves’ equal to 1 and terrain will be generated.
Fixed. This could happen because after one biome ended, the next biome could’ve been the same.
I don’t think this happens for me. Can you give more details? Email: ansersoftware@gmail.com
Fixed.
Doesn’t happen for me either, i’ll look into it.
Fixed.
All the restart button does is reload the scene, so i’m not sure how this can happen.
Added option to inverse spawning parameters of a structure.
Fixed.
Suggestions:
Agreed, done.
Structures can actually be placed in dungeons and caves.
Added.
As far as i know, objects can be flagged as static only in editor.
Done.
Package approval will take some time, usually about a day.
I’m testing v1.0.1.
Inverse option for structures does not do anything. They are still placed between blocks.
Biome drop down menu in demo scene still does not work.
Why complicate things with chunk radius argument? Why not use number of chunks you want as argument in GenerateChunk method?
Can you give example how to destroy a block at mouse cursor position?
Suggestions:
Biome background generation needs more flexibility. Why not generate biome background for every tile without a block and add option for blocks to not generate background above them?
Use biome name to name generated chunks.
You really should use composite collider for blocks. It will reduce number of colliders by order of magnitude.
An inspector button to generate stuff using inspector values would be great.