I’m relatively new to Unity, and I don’t want to reinvent the wheel, so I figured I’d ask here.
I’m currently building a randomly generated, 2D, top-down game using Perlin noise for the RNG. At each world coordinate (x, y) the Perlin noise returns a “height” value (z) that I can use to display the correct type of tile (grass, dirt, sand, ocean, etc).
My next step is to make the tiles seamlessly blend into each other, instead of having a hard line between them. I’d like it to look like the middle section of this image.
I know Unity has the 9-slice feature, but is that something that can be handled grammatically using C#? Or can that only be used in drawing manually? Ideally, I was hoping Unity had something that worked similar to this feature in Tiled.
Or maybe 9-slice isn’t even the answer, I’m not all that familiar with it.
Any help is much appreciated, I’ve been stuck on this for a few days now.
Thanks!
ps. I’m using the Liberated Pixel Cup (LPC) base assets.