Unity Asset € MapMagic World Generator V1.3 |TOP|

Unity Asset € MapMagic World Generator V1.3 |TOP|





 
 
 
 
 
 
 

Unity Asset € MapMagic World Generator V1.3

A node based procedural and infinite game map generator. Each node on a graph represents a terrain or object .
Unity Asset – MapMagic World Generator v1.3
A node based procedural and infinite game map generator. Each node on a graph represents a terrain or object .
Unity Asset – MapMagic World Generator v1.3
A node based procedural and infinite game map generator. Each node on a graph represents a terrain or object .
Unity Asset – MapMagic World Generator v1.3
A node based procedural and infinite game map generator. Each node on a graph represents a terrain or object .
Unity Asset – MapMagic World Generator v1.3
A node based procedural and infinite game map generator. Each node on a graph represents a terrain or object .

Build.Unity3D.targets
/ProjectFolder

/ProjectFolder\Build.Unity3D

.targetproject

.unityproj

Build.targets

.targetproject

.targetproject\Build.targets

.targetproject.csproj

.targetproject.unityproj

.targets

.targets\Build.targets

.targets\Build.targets\file.user

A:

I really don’t know what happened, but after I made some changes to my project settings (e.g., newer version of Unity), the error went away.

Q:

WPF: ListView with listbox and itemsource

Using the following xaml:

https://colab.research.google.com/drive/1fCo0WgRXav-1-S_LKoHxLcLAKS31E88Q
https://colab.research.google.com/drive/1JrmSZJp1xCN6m0PoiLyA43J4LDO1qBYz
https://colab.research.google.com/drive/1X3k-d7ye0Q1_B8ddhFnE-Hqb6qEz3fGE
https://colab.research.google.com/drive/1CO20AqSl_J13XPa5RrJTUaSDPaJmdYnU
https://colab.research.google.com/drive/1A7eEuz0NAc9YH-jBFmqcZfgOZXU2vpKm

It is a simple node based landscape generator. Can be used together with City. Can export to an UV Map.
One of the best Unity Asset on the internet.. Scene file where I have added my custom terrain mesh.

using MapMagicWorldGenerator.Assets; using UnityEngine; using UnityEngine.UI; public class WorldGenerator : MonoBehaviour { void OnGUI() { GUI.Label ( Screen.width-25, 5, “World Size : ” + (worldSize*2.0f)); } // Inputs public string worldSizeSeed = “0”; private void Start () { if (!Application.isPlaying &&!this.enabled) return; this.enabled = true; } void OnGUI() { GUI.Label ( Screen.width-25, 5, “World Size : ” + (worldSize*2.0f)); } public void AddTerrain (int worldSize) { //foreach(Terrain terrain in worldSize.GetTerrain()) { terrain.SetScale (1.0f); terrain.SetSeedSeed(worldSizeSeed); terrain.SetSeedSeedFlags(WorldGenerator.Flags.WorldGeneratorSeed); terrain.SetWorldSize(worldSize); terrain.SetWorldLocation(xmin + worldSize*(xmax – xmin), ymin + worldSize*(ymax – ymin)); //} } void OnGUI() { GUI.Label ( Screen.width-25, 5, “World Size : ” + (worldSize*2.0f)); } } using MapMagicWorldGenerator.Assets; using UnityEngine; using UnityEngine.UI; public class WorldGenerator : MonoBehaviour { void OnGUI() { GUI.Label ( Screen.width-25, 5, “World Size : ” + (worldSize*2.0f)); } // Inputs public string worldSizeSeed = “0”; private void Start () { if (!Application.isPlaying &&!this.enabled) return; this.enabled = true; } void OnGUI() { GUI.Label ( Screen.width-25, 5, “World Size : ” + (worldSize*2.0f)); } public void AddTerrain (int worldSize) { //foreach(Terrain terrain in worldSize.GetTerrain()) { terrain.SetScale (1.0f); terrain.SetSeedSeed
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