Class InfiniteGenerator
Inheritance
Object
Component
Behaviour
MonoBehaviour
InfiniteGenerator
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.useGUILayout
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Component.transform
Component.gameObject
Component.tag
Object.GetInstanceID()
Object.GetHashCode()
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectOfType<T>()
Object.ToString()
Object.name
Object.hideFlags
Assembly: Tessera.dll
Syntax
public class InfiniteGenerator : MonoBehaviour
Fields
chunkCleanupType
Determines what to do with unused chunks
Declaration
public ChunkCleanupType chunkCleanupType
Field Value
chunkPersistTime
Time a chunk is kept around for even if not near a watched collider.
Declaration
public float chunkPersistTime
Field Value
cleanupInterval
Time between cleanups that remove chunks that are no longer needed.
Declaration
public float cleanupInterval
Field Value
generator
The generator that is used to fill the chunks. It also determines the size of each chunk.
Declaration
public TesseraGenerator generator
Field Value
infiniteX
If true, chunks repeat infinitely on this axis. If false, you can specify the minXChunk/maxXChunk to give a limit to the amount of chunks generated.
Declaration
Field Value
infiniteY
If true, chunks repeat infinitely on this axis. If false, you can specify the minYChunk/maxYChunk to give a limit to the amount of chunks generated.
Declaration
Field Value
infiniteZ
If true, chunks repeat infinitely on this axis. If false, you can specify the minZChunk/maxZChunk to give a limit to the amount of chunks generated.
Declaration
Field Value
maxCleanupPerUpdate
Maximum number of chunks to remove per update. Zero means unbounded.
Declaration
public int maxCleanupPerUpdate
Field Value
maxInstantiatePerUpdate
Maximum number of tiles to create per-update. Negative means unbounded.
Declaration
public float maxInstantiatePerUpdate
Field Value
maxXChunk
Declaration
Field Value
maxYChunk
Declaration
Field Value
maxZChunk
Declaration
Field Value
minXChunk
Declaration
Field Value
minYChunk
Declaration
Field Value
minZChunk
Declaration
Field Value
parallelism
The number of chunks that can be generated concurrently. Note that turning this up can cause slightly worse quality output.
Declaration
Field Value
scanInterval
Time between scans that detect if new chunks need creating
Declaration
public float scanInterval
Field Value
seed
Fixes the seed for random number generator.
If the value is zero, the seed is taken from Unity.Random.
Note that generation is still non-deterministic even with a fixed seed.
Declaration
Field Value
strip
Shrink the generated output by this many cells, effectively giving the generator
more "lookahead".
Increasing this can help avoid contradictions generating chunks.
Declaration
Field Value
watchedColliders
Determines the volume in which chunks should be generated. You typically want to use a large trigger collider following the player or camera, to ensure that everything nearby is generated.
Declaration
public List<Collider> watchedColliders
Field Value
Type |
Description |
List<Collider> |
|
Methods
IsOverlapCell(Vector3Int)
Declaration
public bool IsOverlapCell(Vector3Int cell)
Parameters
Type |
Name |
Description |
Vector3Int |
cell |
|
Returns