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Class InfiniteGenerator

Inheritance
Object
InfiniteGenerator
Namespace: Tessera
Assembly: cs.temp.dll.dll
Syntax
public class InfiniteGenerator : MonoBehaviour

Fields

chunkCleanupType

Determines what to do with unused chunks

Declaration
public ChunkCleanupType chunkCleanupType
Field Value
Type Description
ChunkCleanupType

chunkPersistTime

Time a chunk is kept around for even if not near a watched collider.

Declaration
public float chunkPersistTime
Field Value
Type Description
Single

cleanupInterval

Time between cleanups that remove chunks that are no longer needed.

Declaration
public float cleanupInterval
Field Value
Type Description
Single

generator

The generator that is used to fill the chunks. It also determines the size of each chunk.

Declaration
public TesseraGenerator generator
Field Value
Type Description
TesseraGenerator

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
public bool infiniteX
Field Value
Type Description
Boolean

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
public bool infiniteY
Field Value
Type Description
Boolean

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
public bool infiniteZ
Field Value
Type Description
Boolean

maxCleanupPerUpdate

Maximum number of chunks to remove per update. Zero means unbounded.

Declaration
public int maxCleanupPerUpdate
Field Value
Type Description
Int32

maxInstantiatePerUpdate

Maximum number of tiles to create per-update. Negative means unbounded.

Declaration
public float maxInstantiatePerUpdate
Field Value
Type Description
Single

maxXChunk

Declaration
public int maxXChunk
Field Value
Type Description
Int32

maxYChunk

Declaration
public int maxYChunk
Field Value
Type Description
Int32

maxZChunk

Declaration
public int maxZChunk
Field Value
Type Description
Int32

minXChunk

Declaration
public int minXChunk
Field Value
Type Description
Int32

minYChunk

Declaration
public int minYChunk
Field Value
Type Description
Int32

minZChunk

Declaration
public int minZChunk
Field Value
Type Description
Int32

parallelism

The number of chunks that can be generated concurrently. Note that turning this up can cause slightly worse quality output.

Declaration
public int parallelism
Field Value
Type Description
Int32

scanInterval

Time between scans that detect if new chunks need creating

Declaration
public float scanInterval
Field Value
Type Description
Single

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
public int seed
Field Value
Type Description
Int32

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>
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