https://docs.unity3d.com/Manual/class-ProceduralMaterial.html
I only found vague references on this but I’m trying to learn still here.
I’m testing a generic level generator
I want to access the properties more specifically the $random for the seed value.
public class Generator : MonoBehaviour
{
public GameObject terrain;
public int mapRight;
public int mapLeft;
public int xposR;
public int xposL;
public int lots;
void Start()
{
PlaceTerrain();
}
void PlaceTerrain()
{
for (int i = 0; i < mapRight; i++)
{
Instantiate(terrain, genpositionR(), Quaternion.identity);
xposR = xposR + 10;
}
for (int i = 0; i < mapLeft; i++)
{
Instantiate(terrain, genpositionL(), Quaternion.identity);
xposL = xposL - 10;
}
}
Vector3 genpositionR()
{
int xR, yR, zR;
xR = xposR;
yR = 0;
zR = 0;
return new Vector3(xR, yR, zR);
}
Vector3 genpositionL()
{
int xL, yL, zL;
xL = xposL;
yL = 0;
zL = 0;
return new Vector3(xL, yL, zL);
}
}
I know the code above isn’t really relevant but I’m just trying to get the bones of this editor going.
It would be really cool if I could access the property and change the seed each iteration in the for loop for assign a new seed to change the texture up for each instance.
Its not really needed in “realtime” since the level is only built once and saved. (not in this code obv)