Publisher | Moon&Com |
---|---|
File size | 94.17MB |
Number of files | 128 |
Latest version | 1 |
Latest release date | 2025-02-24 12:26:31 |
First release date | 2025-02-24 12:26:31 |
Supported Unity versions | 2018.4.2 or higher |
When I first started using Unity, I found it challenging to create terrains in a 3D environment. I wanted a tool that would make terrain generation simple and intuitive. This led me to develop this asset, enabling anyone to easily create beautiful landscapes.
Simple Procedural Map Generator is a Perlin Noise-based procedural terrain and tile generator designed as a Unity Editor extension. It allows users to manually draw key areas of the map, while the rest of the terrain is automatically generated using procedural techniques.
Key Features:
• Drawing-based Tile Placement – Define essential terrain features by directly painting on the grid.
• Procedural Terrain Generation – Automatically fills in the map based on user-defined tiles and Perlin Noise.
• Terrain & Cube Mode Support – Choose between Unity’s Terrain system for natural landscapes or a grid-based tile approach.
• Highly Customizable – Utilize TileTypeData to apply different properties to tiles.
• Real-time Editor Preview – Instantly visualize and tweak terrain generation within the Unity Editor.
• Procedural Prefab Brush – Automatically place objects and details for richer environments.
This tool is perfect for open-world games, sandbox environments, and strategy games, offering a balance between manual control and procedural automation.
Detailed Options:
1) Map Generator Settings
• Width, Height – Set the size of the terrain to be generated.
• Map Mode – Select between Terrain and Tile modes.
2) Tile Type Container - A container that holds information about tile types.
• Includes Terrain Layer
• Default terrain height settings
• Weight settings – Determines the influence of different tile types within the container.
• Prefab Settings:
• Is Using Prefab – Toggle whether to use prefabs for this tile type.
• Tile Prefab – Assign the prefab to be used for this tile.
• Prefab Base Size – Used to properly map larger meshes if they exceed 1x1x1 in size.
• Is Groupable – Allows prefabs to merge into larger groups if placed adjacent to each other.
• Prefab Base Height – Adjusts the base height of prefabs to align correctly with the terrain.
3) Draw Map
• Draw Map Size – Adjusts the size of the drawing canvas.
• Clear Painted Map – Clears the drawn map.
• Selected Draw Tile – Choose the tile type to draw. (Click the tile preview above to select it directly.)
• Canvas (Drawing Area):
• Left Mouse Click – Paint the selected tile.
• Right Mouse Click – Erase the tile.
4) Perlin Noise Generator Settings
• Random Seed – Generate a new random seed.
• Seed – Manually set a fixed seed for map generation.
5) Terrain Texture Painter Settings
• Blend Radius – Defines how smoothly terrain layers blend (higher values result in more mixing).
• Edge Blend Factor – Applies global noise to the entire map (higher values increase randomness).
6) Tile Placer Settings
• Center Weight – Adjusts the weight of the center tile when blending heights.
• Is Flat Height – Debug feature to remove height variations.
• Slope Range – Defines the tile range for height blending.
• Height Random Scale – Adds random variations to height values.
7) Procedural Prefab Brush Container
• Name Settings – Assign a name to the container.
• Placement System – Choose the placement method:
1. INSTANTIATE – Generates objects as GameObjects.
2. TREE – Uses Unity’s terrain tree system (for trees).
3. DETAIL – Uses Unity’s terrain detail system (for grass and small decorations).
• Density – Adjust the placement density.
• Object Spacing X, Y – Set the minimum spacing between objects.
• Allowed Tiles – Define which tile types allow the placement of this prefab.
• Prefabs – List of prefabs to be randomly selected for placement.
• Placement System – DETAIL (Grass, Flowers) Only
• Textures – Assign texture images for the Unity terrain detail system.
• Placement System – INSTANTIATE Only
• Use Slope – Applies terrain slope to placed objects.