This is the same old question, I have seen it before, but I sort of need a straight answer. Is there a way, native to unity, to match up the edges of different terrains? Do not say setneighbors because that is not what I am looking for. What I need is a way to sew the edges together. Don’t say use L3DT because I can’t seem to get unity to import the height maps correctly, the edges are a bit off, as they are when I split up height maps by hand. If there is no native way, is there a way to import terrain ‘meshes’? If I could do that I could just weld the edges together in another program. I downloaded unity because it seems to be much better than what I was using, but as it stands right now, there are 3 or 4 things that don’t seem to have work arounds that just limit the heck out of it to the point where I can’t do anything with it.
You can do that with an editor script. If you want to save yourself the time and bother, and can afford to spend $5, use this. The Unity editor GUI is actually written using the Unity GUI functions, so there’s very little that can’t be added one way or another.
–Eric
wow actually thats very nice, if it works it would be the exact thing that i am looking for. thank you a lot.
If it doesn’t work I’ll give you your money back.
–Eric
(dang, looks like an old thread… but:)
Purchasing Stitchscape to try out. I’m an artist with only cursory exposure to coding. What I’m hoping to do is the basic stitching together of multiple terrains, but instead of definining each terrain explicitly, I want to pick randomly from a set (with matching borders/footprint but a different interior) Roguelike puzzle-piece style.
Not sure if Unity supports this, much less extras like Stitchscape, but if anyone has any tips they would be appreciated.