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Unity Procedural Mesh Generation

This project is following and implementing the ideas of the 3D Procedural Mesh Generation Fundamentals in Unity course on Udemy.

The core idea here is to build meshes at runtime, with some (naive) examples for

  • Cubes and
  • Pyramids,

As well as "planar" mesh generation for:

  • Planes
  • Chessboards (by alternating submesh indexes)
  • Landscapes (by varying height)

Procedural landscape generation

One of the more interesting approaches here, it mainly uses

  • Time- and position based Perlin noise,
  • Mesh ready for tiling (due to transform awareness) and
  • Height-based submesh assignment.

Procedural path generation

Shape extrusion along a path defined by a set of waypoints.

A similar approach is used to generate a racetrack including walls and a mesh collider:

About

Some naive experiments with procedural mesh generation in Unity

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