I’m using the Unity.Mathematics package for noise samples. I’m trying to generate biomes using cellular noise. Originally I’ve been doing something like:
foreach (Biome m_biome in WorldGeneration.Instance.biomes)
{
if (biomeNoise > m_biome.minNoiseValue && biomeNoise <= m_biome.maxNoiseValue)
{
biome = m_biome;
}
}
where I generate a biome based on a certain float value returned by a noise function. However, when trying to use cellular noise, a float2 gets returned, and I have no idea what to do with it. There aren’t too many examples using the Mathematics package, so I’m a bitt confused on what I should do here.