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I already solved that issue, no worries.
@Wright I'd like to know how I can have each chunk (the big terrain pieces) that the asset generates to be able to be divided into 1.25m by 1.25m...
I need a custom node for the map generation asset which I am using. I will give you a list with the parameters which will have to be implemented...
I am using Digger Pro which is compatible with MM2 but I don't know if it can be made so that it generates Caves procedurally after the world is...
About the Project: A 3D sandbox game that revolves around exploration, crafting, and survival.
After a lot of work my custom vehicle it's almost ready to be used in my upcoming survival game. [MEDIA]
So the asset itself can't do it but how would one go about generating caves that would work with MM2 ? Can we use something like a script that...
Are there any tutorials about how to procedurally generate caves and tunnels that connect to those caves ? I remember seeing some suggestions by...
Hi Denis, I did manage to compile it for the latest Mac Os version (Ventura) as target. It's the first time I used Xcode to build anything (not a...
Hey Denis! I did not specify it as I sent you the log in private and it displays the platform there but for (if) anyone wondering the platform is...
My Unity project is now crashing everytime I click play @Wright and I have no idea what is the issue but it is Map Magic that is causing the crash...
I've managed to have them work with the help of the developer, no further assistance is required here.
I've managed to have them work together with the help of the developer. Hooray!
Reading the documentation that Digger Pro provides it looks like it does support procedurally generated terrain at runtime but what happens when...
Do you guys know why Digger Pro only allows digging on the pre-generated chunk but not on the other chunks generated by MapMagic 2 during runtime...
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