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Random terrain (using perlin noise) AND pathfinding.

Discussion in 'Navigation' started by EnsurdFrndship, May 23, 2015.

  1. EnsurdFrndship

    EnsurdFrndship

    Joined:
    Apr 17, 2010
    Posts:
    786
    Hello,
    I was wondering if there is a way to generate a random terrain using Perlin noise who's Y (height) depends on a random seed that is generated based on the X and Z position of the terrain, and as your character walks along the terrain new terrain gets built and removed along the edges (based on distance away from the camera, making it LOOK like the random terrain extends on forever in all different directions).

    At the same time, is there a Pathfinding system that could THEN easily be placed on such a terrain that could be as quick and as accurate as Unity 5's navigation system but could instead add and take away the 'blue areas' by increments and decrements during runtime (according to the new terrain that gets built and destroyed AS you walk along in the game)? Wouldn't that be a neat feature (if it hasn't been invented yet)? What would be the best way to go about doing this? Thank you for any information.

    Michael S. Lowe
     
  2. Jakob_Unity

    Jakob_Unity

    Unity Technologies

    Joined:
    Dec 25, 2011
    Posts:
    269
    That's a use-case we're considering in the current development plan.