Hi All,
I am currently having an issue with mesh generation, I followed brackeys tutorial on Mesh Generation for procedural maps and seem to be having an issue that I cannot solve.
The problem I am having is, it isn’t generating a grid with Perlin noise. It is instead generating what is being shown in the image below. It is just meant to be a grid like mesh.
Here is an image:
![alt text][1]
Image 2:
[154774-uhoh2.png*|154774]
Here is my code:
using UnityEngine;
public class MeshGenerator : MonoBehaviour
{
public int xSize = 20;
public int zSize = 20;
Mesh mesh;
Vector3[] vertices;
int[] triangles;
void Start()
{
mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
CreateShape();
UpdateMesh();
}
private void CreateShape()
{
vertices = new Vector3[(xSize + 1) * (zSize + 1)];
for (int i = 0, z = 0; z <= zSize; i++, z++)
{
for (int x = 0; x <= xSize; x++)
{
var y = Mathf.PerlinNoise(x * .3f, z * .3f) * 2f;
vertices *= new Vector3(x, y, z);*
}
}
triangles = new int[xSize * zSize * 6];
var vert = 0;
var tris = 0;
for (var z = 0; z < zSize; z++)
{
for (var x = 0; x < xSize; x++)
{
triangles[vert + 0] = vert + 0;
triangles[vert + 1] = vert + xSize + 1;
triangles[vert + 2] = vert + 1;
triangles[vert + 3] = vert + 1;
triangles[vert + 4] = vert + xSize + 1;
triangles[vert + 5] = vert + xSize + 2;
vert++;
tris += 6;
}
vert++;
}
}
private void UpdateMesh()
{
mesh.Clear();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
}
}
Regards,
Migo
[1]: /storage/temp/154736-uhoh.png
*