├── .github
├── logo.png
└── thumbnail.png
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── PresetManager.asset
├── EditorBuildSettings.asset
├── XRSettings.asset
├── TimeManager.asset
├── VFXManager.asset
├── AudioManager.asset
├── TagManager.asset
├── UnityConnectSettings.asset
├── PackageManagerSettings.asset
├── EditorSettings.asset
├── DynamicsManager.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── QualitySettings.asset
└── ProjectSettings.asset
├── Assets
├── Black.prefab.meta
├── White.prefab.meta
├── Scenes.meta
├── Scenes
│ ├── SampleScene.unity.meta
│ └── SampleScene.unity
├── Black.mat.meta
├── White.mat.meta
├── GenerateBoard.cs.meta
├── Black.mat
├── White.mat
├── Black.prefab
├── White.prefab
└── GenerateBoard.cs
├── README.md
├── .gitignore
└── Packages
├── manifest.json
└── packages-lock.json
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https://raw.githubusercontent.com/ToughNutToCrack/GameBoardGenerator/HEAD/.github/logo.png
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/README.md:
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1 |

2 |
3 | Chess VR - procedural game board generator in Unity
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 | [](https://youtu.be/PQjSb7bEPwY)
14 |
15 | Check the full video on YouTube
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1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
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/Assets/GenerateBoard.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | public enum BoardType
5 | {
6 | Random,
7 | AlternateLines,
8 | Chess
9 | }
10 |
11 | public class GenerateBoard : MonoBehaviour
12 | {
13 | public BoardType type = BoardType.Chess;
14 | public bool wantParentForTheBoard = true, wantParentPivotOnCenter = true;
15 | public int xLength = 8, yLength = 1, zLength = 8;
16 | public List toSpawn;
17 | public Transform startPosition;
18 | public Vector3 offset;
19 | List spawned;
20 | void Start()
21 | {
22 | spawned = new List();
23 | SpawnElements();
24 | }
25 |
26 | public void SpawnElements()
27 | {
28 | int o = 0;
29 | float zOffset = 0, xOffset = 0, yOffset = 0;
30 |
31 | GameObject parent = new GameObject();
32 | parent.name = "BoardParent";
33 |
34 | for (int y = 0; y < yLength; y++)
35 | {
36 | yOffset = offset.y * y;
37 | for (int x = 0; x < xLength; x++)
38 | {
39 | if (type != BoardType.AlternateLines)
40 | o = HandleCounter(o);
41 |
42 | xOffset = offset.x * x;
43 | for (int z = 0; z < zLength; z++)
44 | {
45 | zOffset = offset.z * z;
46 | var position = new Vector3(xOffset, yOffset, zOffset);
47 |
48 | var piece = Instantiate(toSpawn[o], position, toSpawn[o].transform.rotation);
49 |
50 | spawned.Add(piece.transform);
51 |
52 | o = HandleCounter(o);
53 | }
54 | }
55 | }
56 |
57 | if (wantParentForTheBoard)
58 | {
59 | /*
60 | * This is tought for objects of equal size (my chess purpose). Offset between them is the size of the objects.
61 | * ex. cube 1 1 1 offset 1 1 1
62 | * ex. cube 2 2 2 offset 2 2 2
63 | */
64 | if (wantParentPivotOnCenter)
65 | {
66 | var yT = yLength != 0 ? yLength : 1;
67 | var xT = xLength != 0 ? xLength : 1;
68 | var zT = zLength != 0 ? zLength : 1;
69 |
70 | float height = yLength * toSpawn[0].transform.localScale.y;
71 | float length = xLength * toSpawn[0].transform.localScale.x;
72 | float depth = zLength * toSpawn[0].transform.localScale.z;
73 |
74 | Vector3 offsetToRemove = new Vector3(toSpawn[0].transform.localScale.x, toSpawn[0].transform.localScale.y, toSpawn[0].transform.localScale.z) / 2;
75 |
76 | parent.transform.position = new Vector3(length / 2, height / 2, depth / 2) - offsetToRemove;
77 | }
78 |
79 | foreach (var spawnedObject in spawned)
80 | spawnedObject.transform.parent = parent.transform;
81 |
82 | parent.transform.position = startPosition.position;
83 | parent.transform.rotation = startPosition.rotation;
84 | }
85 | }
86 |
87 | int HandleCounter(int o)
88 | {
89 | if (type == BoardType.Random)
90 | return Random.Range(0, toSpawn.Count);
91 | else
92 | {
93 | o++;
94 | if (o == toSpawn.Count)
95 | return 0;
96 | else
97 | return o;
98 | }
99 |
100 | }
101 | }
102 |
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