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But i still have performance issues and i am not sure how to change that. I have read about compute shaders and DOTS but i do not know how to...
I finally figured it out. private float density(Vector3 point1) { return (noise.Evaluate(point1 / (chunkresolution - 1) * frequenzy...
I just found out that, if I dont add a variable frequenzy the problem doesnt occur. But now i cant change the frequenzy anymore unfortunately.
Thank you for your help. Although i haven't been able to fix it, I really appreciate your effort. Yes, i think it is the same. In my code there...
Firstival thank you for your response. When i get this to work i will try to maximize performance but it has to work at first :D. I might be...
I think this Method should be used if you are using the inbuild terrain system of Unity. But all I do is generating a mesh.
[ATTACH] That's what i am talking about
I'm trying to generate Terrain using the marching cubes algorithm and some 3D noise. For optimization purposes i'm trying to split the world into...
Thank you. I guess i will just follow a tutorial.
I am sorry i dont know what code tags are. Its not that i think its wrong to use cubes but i didnt just want to copy things from the internet....
I want to create a Sphere for generating planets. I started out with an Octaeder due to its easy shape and i didnt want to use a cube because i...