Can we use houdini to create such systems? I had created procedural systems using geometry but, for now at least, unity does not let me import the node system from blender. Does houdini work?
@@amolnk Houdini have their own plugin for unity if you search in RUclips you'll find it , and for blender geometry nodes the plugin is called " B engine " the Channel of inspiration tutors made a video about it
I'm struggling with uvs when it's a curve.. How the heck do you make correct uvs for curved meshes especially if the curve is longer or shorter than default uv length such as a fractional part to the length of the mesh
This video really helped me improve the project I'm currently working on, it was very educational and inspired me to research more into instanced meshes. I was wondering how you would handle adding colliders to your walls and other meshes instanced in the scene as I am struggling to find any resources online about this.
I'm wondering the same thing also, I am looking into adding compound colliders on top of the meshes using the same m4x4 data, but this method seems like it would be taxing on performance.
@TNTC I personally really want to create the procedural generation like you did with the walls streching the way you did it. I am going to go through your videos in hopes of achieving this. I will jump in your discord and if there is any more pinpoint videos you can point me to, then I would love that! Thank you for this video, was so great watching it through. Also maybe even if you just have the git repo for how this was achieved as a sample would really be helpfull 😁 Edit: I just tried joining your discord link on your banner, it says the link has expired. Could you update it please :)
Do you have the full code to share? I'd like to learn more on this and be able to use it. Some things I don't understand is: How are you calling "create walls and render mesh"? Not in update as it would constantly keep trying to build it. as well as some of the variables
Intersting topic and video! I've done some procedural mesh generation in Unity before, but only really light stuff. There are many amazing projects and assets though out there which always impress me
@@TNTCProject For example generating a slightly curved track for an endless runner type of game, so it curves a bit in random directions to make it feel a bit more varied. There weren't many rules, each track segment was just a rectangle made out of 2 triangles to have a certain width and length, it followed a path that would often change its angle slightly in a random direction.
What math did you use to warp a mesh on a curve for the roller things? it had a ui with a "curvature' value. Curios how you curved the red rails with the silver rollers
Well, the rollers (cone sections) are instantiated meshes, just like the wall of the room. Each red rail, however, is a single generated mesh. For each roller, we created a point and generated a basic mesh around it. We used the same technique in our procedural ivy video.
using System.Collections.Generic; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif public class RoomGridGenerator : MonoBehaviour { public int gridRows = 10; // Number of rows in the grid public int gridColumns = 10; // Number of columns in the grid public float gridHeight = 0.1f; // Height at which the grid is drawn private FloorPlanGenerator floorPlanGenerator; public List gridPositions; // List to store grid cell positions void Awake() { floorPlanGenerator = GetComponent(); gridPositions = new List(); } void OnDrawGizmos() { if (floorPlanGenerator == null || gridRows
This is a brilliant tutorial; really helped motivate me! Thank you! ^.^ One question though, how does one get this to work in URP? It appears drawmeshinstanced does not work with custom shaders in URP, and instead just doesnt render any of the meshes. Any advice? 😅
Actually I have developed wall generation and circular wall generation in those 3 hours :) but I don't understand so far: how did you bend meshes for circular house. Did you subdivide that mesh in blender and bend it in code?
What a wonderful introduction to the subject! Loved the video 😍 Thank you both for putting it together!
Thank you so much, Nicky, appreciate it!
You've earned a like and subscribe. Good little tutorial / intro to PCG.
Happy to hear that 🧡
Thank you. the style in which you explain and then pause so we can look and understand is really appreciated thank you subscribed!
Way Way Better Than RUclipsrs Bro Thanks
Thank you!
Wow, this looks like a great way to create some really cool and unique experiences! Can't wait to see what I can come up with!
Yay, share your results!
Can we use houdini to create such systems? I had created procedural systems using geometry but, for now at least, unity does not let me import the node system from blender. Does houdini work?
For both of them there's some plugins that help you import this asset's
@@gameDev-is9ly do you know what plugin it is for blender?
@@amolnk Houdini have their own plugin for unity if you search in RUclips you'll find it , and for blender geometry nodes the plugin is called " B engine " the Channel of inspiration tutors made a video about it
I'm struggling with uvs when it's a curve.. How the heck do you make correct uvs for curved meshes especially if the curve is longer or shorter than default uv length such as a fractional part to the length of the mesh
This video really helped me improve the project I'm currently working on, it was very educational and inspired me to research more into instanced meshes. I was wondering how you would handle adding colliders to your walls and other meshes instanced in the scene as I am struggling to find any resources online about this.
it could be already part of the prefab in the possible Objects list
I'm wondering the same thing also, I am looking into adding compound colliders on top of the meshes using the same m4x4 data, but this method seems like it would be taxing on performance.
Amazing video bro! Keep it up! You should make a step by step tutorial on how to do this!
Thank you!
Maybe, but I don't want to be tedious
@@TNTCProject i for one would love it! Good luck on your next video!
@TNTC I personally really want to create the procedural generation like you did with the walls streching the way you did it. I am going to go through your videos in hopes of achieving this. I will jump in your discord and if there is any more pinpoint videos you can point me to, then I would love that!
Thank you for this video, was so great watching it through.
Also maybe even if you just have the git repo for how this was achieved as a sample would really be helpfull 😁
Edit: I just tried joining your discord link on your banner, it says the link has expired. Could you update it please :)
Do you have the full code to share? I'd like to learn more on this and be able to use it.
Some things I don't understand is:
How are you calling "create walls and render mesh"? Not in update as it would constantly keep trying to build it.
as well as some of the variables
How can we bake it at runtime ?
Intersting topic and video! I've done some procedural mesh generation in Unity before, but only really light stuff. There are many amazing projects and assets though out there which always impress me
Thank you :) What kind of stuff did you do?
@@TNTCProject For example generating a slightly curved track for an endless runner type of game, so it curves a bit in random directions to make it feel a bit more varied. There weren't many rules, each track segment was just a rectangle made out of 2 triangles to have a certain width and length, it followed a path that would often change its angle slightly in a random direction.
What math did you use to warp a mesh on a curve for the roller things? it had a ui with a "curvature' value. Curios how you curved the red rails with the silver rollers
Well, the rollers (cone sections) are instantiated meshes, just like the wall of the room. Each red rail, however, is a single generated mesh. For each roller, we created a point and generated a basic mesh around it. We used the same technique in our procedural ivy video.
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class RoomGridGenerator : MonoBehaviour
{
public int gridRows = 10; // Number of rows in the grid
public int gridColumns = 10; // Number of columns in the grid
public float gridHeight = 0.1f; // Height at which the grid is drawn
private FloorPlanGenerator floorPlanGenerator;
public List gridPositions; // List to store grid cell positions
void Awake()
{
floorPlanGenerator = GetComponent();
gridPositions = new List();
}
void OnDrawGizmos()
{
if (floorPlanGenerator == null || gridRows
Great video, however what I entirely don't understand at all is why not to publish a code somewhere in github?
This is a brilliant tutorial; really helped motivate me! Thank you! ^.^
One question though, how does one get this to work in URP? It appears drawmeshinstanced does not work with custom shaders in URP, and instead just doesnt render any of the meshes. Any advice? 😅
I don't understand how to it can anyone help me :(
Awesome vid bro, but... who uses camelCase in c# for functions? 😭
Thank you!
Hahaha, everyone should, don't let me even start to talk about code convention :P
~ Erik
Wow I really loved those dungeons! I'll try on my own, adding some procedural dragons 😏
Also, the horned monster is super cute ❤
Can you please share the code?
Actually I have developed wall generation and circular wall generation in those 3 hours :) but I don't understand so far: how did you bend meshes for circular house. Did you subdivide that mesh in blender and bend it in code?
@@Raccoon0710 what data structure is used for things like room and wall size?
Nevermind. I figured that part out. Now I just need to figure out how to reflect the results properly to get 4 walls instead of 2
@@Raccoon0710 I'm completely stuck on the createFloor function. Any help would be greatly appreciated
Can you share your code if you succeeded
Amazing! can you explain more about the monster part? and how i can create it
Please give us the source code :)
wrg