├── .gitignore ├── Assets ├── Presets.meta ├── Presets │ ├── AudioCompressedInMemory.preset │ ├── AudioCompressedInMemory.preset.meta │ ├── AudioStreaming.preset │ ├── AudioStreaming.preset.meta │ ├── Defaults.meta │ ├── Defaults │ │ ├── AlbedoTexture_Default.preset │ │ ├── AlbedoTexture_Default.preset.meta │ │ ├── AudioDecompressOnLoad.preset │ │ ├── AudioDecompressOnLoad.preset.meta │ │ ├── DirectionalLight_Default.preset │ │ └── DirectionalLight_Default.preset.meta │ ├── NormalTexture.preset │ ├── NormalTexture.preset.meta │ ├── UtilityTexture.preset │ └── UtilityTexture.preset.meta ├── ProceduralGeneration.meta ├── ProceduralGeneration │ ├── Editor.meta │ ├── Editor │ │ ├── GridWithParamsEditor.cs │ │ └── GridWithParamsEditor.cs.meta │ ├── Materials.meta │ ├── Materials │ │ ├── DefaultBuilding_Mat.mat │ │ ├── DefaultBuilding_Mat.mat.meta │ │ ├── Default_1_Mat.mat │ │ ├── Default_1_Mat.mat.meta │ │ ├── Default_2_Mat.mat │ │ ├── Default_2_Mat.mat.meta │ │ ├── Default_3_Mat.mat │ │ ├── Default_3_Mat.mat.meta │ │ ├── Ground.mat │ │ ├── Ground.mat.meta │ │ ├── Skybox_Mat.mat │ │ └── Skybox_Mat.mat.meta │ ├── Params.meta │ ├── Params │ │ ├── ProceduralParameter_1.asset │ │ ├── ProceduralParameter_1.asset.meta │ │ ├── ProceduralParameter_2.asset │ │ ├── ProceduralParameter_2.asset.meta │ │ ├── ProceduralParameter_3.asset │ │ ├── ProceduralParameter_3.asset.meta │ │ ├── ProceduralParameter_4.asset │ │ └── ProceduralParameter_4.asset.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── CubeExample.unity │ │ ├── CubeExample.unity.meta │ │ ├── CubeMovementExample.unity │ │ ├── CubeMovementExample.unity.meta │ │ ├── GridExample.unity │ │ ├── GridExample.unity.meta │ │ ├── GridWithParamsExample.unity │ │ ├── GridWithParamsExample.unity.meta │ │ ├── GridWithParamsGridLinesExample.unity │ │ ├── GridWithParamsGridLinesExample.unity.meta │ │ ├── QuadExample.unity │ │ └── QuadExample.unity.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── Extensions.meta │ │ ├── Extensions │ │ ├── MeshRendererExtensions.cs │ │ └── MeshRendererExtensions.cs.meta │ │ ├── Grid.cs │ │ ├── Grid.cs.meta │ │ ├── GridLine.cs │ │ ├── GridLine.cs.meta │ │ ├── GridWithParams.cs │ │ ├── GridWithParams.cs.meta │ │ ├── ProceduralParam.cs │ │ ├── ProceduralParam.cs.meta │ │ ├── ProceduralShapes.cs │ │ ├── ProceduralShapes.cs.meta │ │ ├── Quad.cs │ │ ├── Quad.cs.meta │ │ ├── Shape.cs │ │ ├── Shape.cs.meta │ │ ├── ShapeRotator.cs │ │ ├── ShapeRotator.cs.meta │ │ ├── ShapeTypes.cs │ │ ├── ShapeTypes.cs.meta │ │ ├── Shapes.meta │ │ └── Shapes │ │ ├── Cube.cs │ │ └── Cube.cs.meta ├── Settings.meta ├── Settings │ ├── LWRP-HighQuality.asset │ ├── LWRP-HighQuality.asset.meta │ ├── LWRP-LowQuality.asset │ ├── LWRP-LowQuality.asset.meta │ ├── LWRP-MediumQuality.asset │ ├── LWRP-MediumQuality.asset.meta │ ├── PostProcessProfile_1.asset │ ├── PostProcessProfile_1.asset.meta │ ├── PostProcessProfile_2.asset │ ├── PostProcessProfile_2.asset.meta │ ├── PostProcessProfile_3.asset │ ├── PostProcessProfile_3.asset.meta │ ├── PostProcessProfile_4.asset │ └── PostProcessProfile_4.asset.meta ├── Textures.meta └── Textures │ ├── Test.jpg │ ├── Test.jpg.meta │ ├── Test2.jpg │ └── Test2.jpg.meta ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache 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DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a0bf9a28983bf44b0aa9c63bf4bcbd07 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Editor/GridWithParamsEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | [CustomEditor(typeof(GridWithParams))] 5 | public class GridWithParamsEditor : Editor 6 | { 7 | private GridWithParams gridWithParams; 8 | private Editor editor; 9 | 10 | private void OnEnable() 11 | { 12 | 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| userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scenes/GridWithParamsExample.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4c46327059ff24f99a50eb81a85fb3e8 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scenes/GridWithParamsGridLinesExample.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2e1a6969cbfa6483d842dfaecd6e5020 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scenes/QuadExample.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d1c3109bdb54ad54c8a2b2838528e640 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02a3527b6b33a924e8ec66aa805ea717 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Extensions.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 605cd7376a056449f81833f77ce981d8 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Extensions/MeshRendererExtensions.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public static class MeshRendererExtensions 4 | { 5 | public static void ApplyRandomMaterial(this MeshRenderer renderer, string shaderName, string gameObjectName) 6 | { 7 | Material randomMaterial = new Material(Shader.Find(shaderName)); 8 | randomMaterial.name = $"{gameObjectName}_material"; 9 | randomMaterial.color = GetRandomColor(); 10 | randomMaterial.EnableKeyword("_EMISSION"); 11 | randomMaterial.SetInt("_Cull", 0); 12 | randomMaterial.SetColor("_EmissionColor", randomMaterial.color); 13 | renderer.material = randomMaterial; 14 | } 15 | 16 | public static Material[] GetRandomMaterials(string shaderName, int count) 17 | { 18 | Material[] materials = new Material[count]; 19 | for(int i = 0; i < count; i++){ 20 | Material randomMaterial = new Material(Shader.Find(shaderName)); 21 | randomMaterial.name = $"{i}_material"; 22 | randomMaterial.color = GetRandomColor(); 23 | randomMaterial.EnableKeyword("_EMISSION"); 24 | randomMaterial.SetInt("_Cull", 0); 25 | randomMaterial.SetColor("_EmissionColor", randomMaterial.color); 26 | materials[i] = randomMaterial; 27 | } 28 | return materials; 29 | } 30 | 31 | static Color GetRandomColor() => Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f); 32 | 33 | } -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Extensions/MeshRendererExtensions.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 873e8605f1c7c4145bd0a22e4ec57cf5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Grid.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | using Random = UnityEngine.Random; 7 | 8 | public class Grid : MonoBehaviour 9 | { 10 | [SerializeField,Range(1,200)] 11 | private int width = 1; 12 | private int prevWidth = 1; 13 | 14 | [SerializeField,Range(1,200)] 15 | private int height = 1; 16 | private int prevHeight = 1; 17 | 18 | private GameObject[,] grid = null; 19 | 20 | [SerializeField,Range(0.1f,50.0f)] 21 | private float shapeWidth = 2.0f; 22 | 23 | private float prevShapeWidth = 2.0f; 24 | 25 | [SerializeField,Range(0.1f,50.0f)] 26 | private float shapeHeight = 2.0f; 27 | 28 | private float prevShapeHeight = 2.0f; 29 | 30 | [SerializeField,Range(0.1f,50.0f)] 31 | private float shapeDepth = 2.0f; 32 | 33 | private float prevShapeDepth = 2.0f; 34 | 35 | [SerializeField,Range(0.1f, 50.0f)] 36 | private float maxRandomHeightOffset = 1.0f; 37 | 38 | [SerializeField,Range(0.1f, 50.0f)] 39 | private float maxRandomWidthOffset = 1.0f; 40 | 41 | [SerializeField,Range(0.1f, 50.0f)] 42 | private float maxRandomDepthOffset = 1.0f; 43 | 44 | [SerializeField, Range(1,100)] 45 | private int randomSeed = 1; 46 | private int prevSeed = 1; 47 | 48 | [SerializeField] 49 | private string shaderName = "Lightweight Render Pipeline/Lit"; 50 | 51 | [SerializeField, Tooltip("How many procedural materials to generate?")] 52 | private int proceduralMaterialsToGenerate = 3; 53 | 54 | private int prevProceduralMaterialsToGenerate = 3; 55 | 56 | private Material[] proceduralMaterials = null; 57 | 58 | [SerializeField] 59 | private Material[] defaultMaterials = null; 60 | 61 | #region Margins 62 | 63 | [SerializeField] 64 | private Vector3 marginBetweenShapes = new Vector3(1.0f, 1.0f, 1.0f); 65 | 66 | #endregion 67 | 68 | #region Physics 69 | 70 | [SerializeField] 71 | private bool shouldGenerateRigidBodies = false; 72 | 73 | private bool prevShouldGenerateRigidBodies = false; 74 | 75 | #endregion 76 | 77 | #region UI Bindings 78 | 79 | [SerializeField] 80 | private Text numOfShapesText = null; 81 | 82 | [SerializeField] 83 | private Text lengthOfTimeText = null; 84 | 85 | [SerializeField] 86 | private bool makeShapesStatic = true; 87 | 88 | #endregion 89 | void Start() 90 | { 91 | prevWidth = width; 92 | prevHeight = height; 93 | 94 | Random.InitState(randomSeed); 95 | grid = new GameObject[height, width]; 96 | proceduralMaterials = new Material[proceduralMaterialsToGenerate]; 97 | 98 | // generate materials if needed 99 | if(proceduralMaterialsToGenerate > 0 && defaultMaterials.Length == 0) 100 | proceduralMaterials = MeshRendererExtensions.GetRandomMaterials(shaderName, proceduralMaterialsToGenerate); 101 | 102 | BuildGrid(); 103 | } 104 | 105 | void BuildGrid() 106 | { 107 | numOfShapesText.text = $"{width * height}"; 108 | 109 | DateTime started = DateTime.Now; 110 | 111 | for(int row = 0; row < height; row++) 112 | { 113 | for(int col = 0; col < width; col++) 114 | { 115 | StartCoroutine(AddCell(row, col)); 116 | } 117 | } 118 | 119 | DateTime ended = DateTime.Now; 120 | TimeSpan diff = ended - started; 121 | if(diff.Seconds == 0) 122 | lengthOfTimeText.text = $"{diff.Milliseconds} milliseconds"; 123 | else if(diff.Seconds < 100) 124 | lengthOfTimeText.text = $"{diff.Seconds}.{diff.Milliseconds} seconds"; 125 | else 126 | lengthOfTimeText.text = $"{diff.Minutes}.{diff.Seconds} minutes"; 127 | 128 | } 129 | 130 | IEnumerator AddCell(int row, int col) 131 | { 132 | GameObject cell = null; 133 | if(grid[row, col] == null) 134 | { 135 | cell = new GameObject($"cell_{row}_{col}"); 136 | cell.transform.parent = gameObject.transform; 137 | grid[row, col] = cell; 138 | } 139 | else { 140 | DestroyImmediate(grid[row, col]); 141 | grid[row, col] = new GameObject($"cell_{row}_{col}"); 142 | cell = grid[row, col]; 143 | cell.transform.parent = gameObject.transform; 144 | } 145 | 146 | cell.isStatic = makeShapesStatic; 147 | cell.transform.localPosition = 148 | Vector3.Scale(new Vector3( 149 | shapeWidth * row * Random.Range(1.0f, maxRandomWidthOffset), 150 | shapeHeight * Random.Range(1.0f, maxRandomHeightOffset), 151 | shapeDepth * col * Random.Range(1.0f, maxRandomDepthOffset)), 152 | marginBetweenShapes); 153 | 154 | MeshFilter meshFilter = cell.AddComponent(); 155 | MeshRenderer renderer = cell.AddComponent(); 156 | 157 | Cube cube = new Cube { 158 | Width = shapeWidth, 159 | Height = shapeHeight, 160 | Depth = shapeDepth 161 | }; 162 | 163 | meshFilter.mesh = cube.Generate(); 164 | 165 | if(proceduralMaterials.Length > 0 && defaultMaterials.Length == 0) 166 | renderer.material = proceduralMaterials[Random.Range(0, proceduralMaterialsToGenerate - 1)]; 167 | else if(proceduralMaterials.Length == 0 && defaultMaterials.Length > 0) 168 | renderer.material = defaultMaterials[Random.Range(0, defaultMaterials.Length - 1)]; 169 | 170 | if(shouldGenerateRigidBodies){ 171 | cell.AddComponent(); 172 | cell.AddComponent(); 173 | } 174 | 175 | yield return null; 176 | } 177 | 178 | void Update() 179 | { 180 | if(prevSeed != randomSeed) 181 | { 182 | BuildGrid(); 183 | prevSeed = randomSeed; 184 | } 185 | 186 | if(PropertiesChanged()) 187 | { 188 | ClearAll(); 189 | 190 | prevWidth = width; 191 | prevHeight = height; 192 | prevShapeWidth = shapeWidth; 193 | prevShapeHeight = shapeHeight; 194 | prevShapeDepth = shapeDepth; 195 | prevShouldGenerateRigidBodies = shouldGenerateRigidBodies; 196 | prevProceduralMaterialsToGenerate = proceduralMaterialsToGenerate; 197 | 198 | grid = new GameObject[height, width]; 199 | 200 | BuildGrid(); 201 | } 202 | } 203 | 204 | private bool PropertiesChanged() 205 | { 206 | return prevWidth != width || prevHeight != height || prevShapeWidth != shapeWidth 207 | || prevShapeHeight != shapeHeight || prevShapeDepth != shapeDepth 208 | || prevShouldGenerateRigidBodies != shouldGenerateRigidBodies 209 | || prevProceduralMaterialsToGenerate != proceduralMaterialsToGenerate; 210 | } 211 | 212 | private void ClearAll() 213 | { 214 | for(int row = 0; row < prevHeight; row++) 215 | { 216 | for(int col = 0; col < prevWidth; col++) 217 | { 218 | if(grid[row, col] != null) 219 | DestroyImmediate(grid[row, col]); 220 | } 221 | } 222 | } 223 | } 224 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Grid.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aa6f2cd5509634b78a9c7bf2b3044305 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/GridLine.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class GridLine : MonoBehaviour 4 | { 5 | [SerializeField] 6 | private Color color = new Color(1, 0, 0, 0.5f); 7 | 8 | [SerializeField] 9 | private GridWithParams gridWithParams; 10 | 11 | [SerializeField] 12 | private Vector3 gridOffset = Vector3.zero; 13 | 14 | public enum DrawOptions 15 | { 16 | Selection, 17 | Always 18 | } 19 | 20 | [SerializeField] 21 | private DrawOptions Options = DrawOptions.Always; 22 | 23 | void OnDrawGizmos() 24 | { 25 | if(Options == DrawOptions.Always && gridWithParams != null) 26 | { 27 | Gizmos.color = color; 28 | Gizmos.DrawCube(gridWithParams.Bounds.center, gridWithParams.Bounds.size + gridOffset); 29 | } 30 | } 31 | 32 | void OnDrawGizmosSelected() 33 | { 34 | if(Options == DrawOptions.Selection && gridWithParams != null) 35 | { 36 | Gizmos.color = color; 37 | Gizmos.DrawCube(gridWithParams.Bounds.center, gridWithParams.Bounds.size + gridOffset); 38 | } 39 | } 40 | } -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/GridLine.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: adb221ab075314d3e92018d999ab50f4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/GridWithParams.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | using Random = UnityEngine.Random; 7 | 8 | public class GridWithParams : MonoBehaviour 9 | { 10 | [SerializeField] 11 | public ProceduralParam parameters = null; 12 | 13 | private GameObject[,] grid = null; 14 | 15 | private Material[] proceduralMaterials = null; 16 | 17 | #region UI Bindings 18 | 19 | [SerializeField] 20 | private Text numOfShapesText = null; 21 | 22 | [SerializeField] 23 | private Text lengthOfTimeText = null; 24 | 25 | #endregion 26 | 27 | [SerializeField] 28 | private Bounds bounds; 29 | 30 | 31 | void OnEnable() 32 | { 33 | if(parameters == null) 34 | { 35 | Debug.LogError("You must set procedural parameters in order to use this class"); 36 | enabled = false; 37 | } 38 | } 39 | 40 | void Reset() 41 | { 42 | ClearAll(); 43 | 44 | Random.InitState(parameters.randomSeed); 45 | grid = new GameObject[parameters.height, parameters.width]; 46 | proceduralMaterials = new Material[parameters.proceduralMaterialsToGenerate]; 47 | bounds = new Bounds (Vector3.zero, Vector3.zero); 48 | 49 | // generate materials if needed 50 | if(parameters.proceduralMaterialsToGenerate > 0 && parameters.defaultMaterials.Length == 0) 51 | proceduralMaterials = MeshRendererExtensions.GetRandomMaterials(parameters.shaderName, parameters.proceduralMaterialsToGenerate); 52 | } 53 | 54 | void Start() { 55 | 56 | BuildGrid(); 57 | 58 | Tuple oldResults = GetTextAndDateTimeOld(); 59 | Debug.Log($"Item1 {oldResults.Item1} Item2 {oldResults.Item2}"); 60 | 61 | (Text lengthOfTime, DateTime dateTimeNow) = GetTextAndDateTimeNew(); 62 | Debug.Log($"LengthOfTime {lengthOfTime} DateTimeNow {dateTimeNow}"); 63 | 64 | var newResults = GetTextAndDateTimeNew(); 65 | Debug.Log($"LengthOfTime {newResults.lengthOfTimeText} DateTimeNow {newResults.dateTimeNow}"); 66 | } 67 | 68 | public Tuple GetTextAndDateTimeOld() 69 | { 70 | return Tuple.Create(lengthOfTimeText, DateTime.Now); 71 | } 72 | 73 | public (Text lengthOfTimeText, DateTime dateTimeNow) GetTextAndDateTimeNew() 74 | { 75 | return (lengthOfTimeText, DateTime.Now); 76 | } 77 | 78 | public void BuildGrid() 79 | { 80 | Reset(); 81 | 82 | grid = new GameObject[parameters.height, parameters.width]; 83 | 84 | numOfShapesText.text = $"{parameters.width * parameters.height}"; 85 | 86 | DateTime started = DateTime.Now; 87 | 88 | for(int row = 0; row < parameters.height; row++) 89 | { 90 | for(int col = 0; col < parameters.width; col++) 91 | { 92 | StartCoroutine(AddCell(row, col)); 93 | } 94 | } 95 | 96 | DateTime ended = DateTime.Now; 97 | TimeSpan diff = ended - started; 98 | if(diff.Seconds == 0) 99 | lengthOfTimeText.text = $"{diff.Milliseconds} milliseconds"; 100 | else if(diff.Seconds < 100) 101 | lengthOfTimeText.text = $"{diff.Seconds}.{diff.Milliseconds} seconds"; 102 | else 103 | lengthOfTimeText.text = $"{diff.Minutes}.{diff.Seconds} minutes"; 104 | 105 | } 106 | 107 | IEnumerator AddCell(int row, int col) 108 | { 109 | GameObject cell = null; 110 | if(grid[row, col] == null) 111 | { 112 | cell = new GameObject($"cell_{row}_{col}"); 113 | cell.transform.parent = gameObject.transform; 114 | grid[row, col] = cell; 115 | } 116 | else { 117 | DestroyImmediate(grid[row, col]); 118 | grid[row, col] = new GameObject($"cell_{row}_{col}"); 119 | cell = grid[row, col]; 120 | cell.transform.parent = gameObject.transform; 121 | } 122 | 123 | cell.isStatic = parameters.makeShapesStatic; 124 | cell.transform.localPosition = 125 | Vector3.Scale(new Vector3( 126 | parameters.shapeWidth * row * Random.Range(1.0f, parameters.maxRandomWidthOffset), 0, 127 | parameters.shapeDepth * col * Random.Range(1.0f, parameters.maxRandomDepthOffset)), 128 | parameters.marginBetweenShapes); 129 | 130 | MeshFilter meshFilter = cell.AddComponent(); 131 | MeshRenderer renderer = cell.AddComponent(); 132 | 133 | Shape shape = null; 134 | 135 | if(parameters.ShapeType == ShapeTypes.Cube){ 136 | shape = new Cube { 137 | Width = parameters.shapeWidth * Random.Range(1.0f, parameters.maxRandomWidth), 138 | Height = parameters.shapeHeight * Random.Range(1.0f, parameters.maxRandomHeight), 139 | Depth = parameters.shapeDepth * Random.Range(1.0f, parameters.maxRandomDepth) 140 | }; 141 | } 142 | else if(parameters.ShapeType == ShapeTypes.Quad){ 143 | shape = new Quad { 144 | Width = parameters.shapeWidth * Random.Range(1.0f, parameters.maxRandomWidth), 145 | Depth = parameters.shapeDepth * Random.Range(1.0f, parameters.maxRandomDepth), 146 | }; 147 | } 148 | 149 | meshFilter.mesh = shape.Generate(); 150 | 151 | if(proceduralMaterials.Length > 0 && parameters.defaultMaterials.Length == 0) 152 | renderer.material = proceduralMaterials[Random.Range(0, parameters.proceduralMaterialsToGenerate - 1)]; 153 | else if(proceduralMaterials.Length == 0 && parameters.defaultMaterials.Length > 0) 154 | renderer.material = parameters.defaultMaterials[Random.Range(0, parameters.defaultMaterials.Length - 1)]; 155 | 156 | if(parameters.shouldGenerateRigidBodies){ 157 | cell.AddComponent(); 158 | cell.AddComponent(); 159 | } 160 | 161 | // calculate bounds 162 | bounds.Encapsulate(renderer.bounds); 163 | 164 | yield return null; 165 | } 166 | 167 | public Bounds Bounds 168 | { 169 | get 170 | { 171 | return bounds; 172 | } 173 | } 174 | 175 | private void ClearAll() 176 | { 177 | if(grid?.Length > 0) 178 | { 179 | for(int row = 0; row < grid.GetLength(0); row++) 180 | { 181 | for(int col = 0; col < grid.GetLength(1); col++) 182 | { 183 | if(grid[row, col] != null) 184 | DestroyImmediate(grid[row, col]); 185 | } 186 | } 187 | } 188 | 189 | if(transform.childCount > 0) 190 | { 191 | foreach(Transform child in transform) 192 | { 193 | DestroyImmediate(child.gameObject); 194 | } 195 | } 196 | grid = null; 197 | } 198 | } 199 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/GridWithParams.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7260c1ed388004659946c8c91976b6ac 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/ProceduralParam.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [CreateAssetMenu(fileName = "ProceduralParameter", menuName = "Procedural/Parameter", order = 0)] 4 | public class ProceduralParam : ScriptableObject 5 | { 6 | [SerializeField,Range(1,200)] 7 | public int width = 1; 8 | 9 | [SerializeField,Range(1,200)] 10 | public int height = 1; 11 | 12 | [SerializeField,Range(0.1f,50.0f)] 13 | public float shapeWidth = 2.0f; 14 | 15 | [SerializeField,Range(0.1f,50.0f)] 16 | public float shapeHeight = 2.0f; 17 | 18 | [SerializeField,Range(0.1f,50.0f)] 19 | public float shapeDepth = 2.0f; 20 | 21 | [SerializeField,Range(0.1f, 50.0f)] 22 | public float maxRandomHeight = 1.0f; 23 | 24 | [SerializeField,Range(0.1f, 50.0f)] 25 | public float maxRandomWidth = 1.0f; 26 | 27 | [SerializeField,Range(0.1f, 50.0f)] 28 | public float maxRandomDepth = 1.0f; 29 | 30 | [SerializeField,Range(0.1f, 50.0f)] 31 | public float maxRandomHeightOffset = 1.0f; 32 | 33 | [SerializeField,Range(0.1f, 50.0f)] 34 | public float maxRandomWidthOffset = 1.0f; 35 | 36 | [SerializeField,Range(0.1f, 50.0f)] 37 | public float maxRandomDepthOffset = 1.0f; 38 | 39 | [SerializeField, Range(1,100)] 40 | public int randomSeed = 1; 41 | 42 | [SerializeField] 43 | public ShapeTypes ShapeType = ShapeTypes.Cube; 44 | 45 | [SerializeField] 46 | public bool makeShapesStatic = true; 47 | 48 | [SerializeField] 49 | public bool shouldGenerateRigidBodies = false; 50 | 51 | [SerializeField] 52 | public Vector3 marginBetweenShapes = new Vector3(1.0f, 1.0f, 1.0f); 53 | 54 | [SerializeField] 55 | public Material[] defaultMaterials = null; 56 | 57 | [SerializeField] 58 | public string shaderName = "Lightweight Render Pipeline/Lit"; 59 | 60 | [SerializeField, Range(0,100), Tooltip("How many procedural materials to generate?")] 61 | public int proceduralMaterialsToGenerate = 3; 62 | } -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/ProceduralParam.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bafffc9e7f9ad47f994e4bd946c83e2c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/ProceduralShapes.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ProceduralShapes : MonoBehaviour 6 | { 7 | [SerializeField] 8 | private float width = 10.0f; 9 | 10 | [SerializeField] 11 | private float height = 10.0f; 12 | 13 | [SerializeField] 14 | private float depth = 10.0f; 15 | 16 | [SerializeField] 17 | private string shaderName = "Lightweight Render Pipeline/Lit"; 18 | 19 | [SerializeField] 20 | private ShapeTypes shapeType = ShapeTypes.Quad; 21 | 22 | private Mesh mesh; 23 | 24 | #region Random Generation Implementation 25 | 26 | [SerializeField] 27 | private bool shouldGenerateRandomSizes = false; 28 | 29 | [SerializeField, Range(1, 100)] 30 | private int randomSeed = 10; 31 | 32 | private int prevRandomSeed = 10; 33 | 34 | [SerializeField, Range(1.0f, 30.0f)] 35 | private float maxRandomSize = 10.0f; 36 | 37 | private bool materialApplied = false; 38 | 39 | #endregion 40 | 41 | void Start() 42 | { 43 | Random.InitState(randomSeed); 44 | } 45 | 46 | void Update() 47 | { 48 | if((shapeType == ShapeTypes.Quad || shapeType == ShapeTypes.Cube) && !shouldGenerateRandomSizes) 49 | { 50 | Generate(); 51 | } 52 | else if(prevRandomSeed != randomSeed && shouldGenerateRandomSizes) 53 | { 54 | prevRandomSeed = randomSeed; 55 | 56 | GenerateRandomSizes(); 57 | 58 | Generate(); 59 | } 60 | } 61 | 62 | void GenerateRandomSizes () 63 | { 64 | width = Random.Range(1.0f, maxRandomSize); 65 | height = Random.Range(1.0f, maxRandomSize); 66 | depth = Random.Range(1.0f, maxRandomSize); 67 | } 68 | 69 | void Generate() 70 | { 71 | if(shapeType == ShapeTypes.Quad){ 72 | mesh = new Quad { 73 | Width = width, 74 | Height = height 75 | }.Generate(); 76 | } 77 | else if (shapeType == ShapeTypes.Cube){ 78 | mesh = new Cube { 79 | Width = width, 80 | Height = height, 81 | Depth = depth 82 | }.Generate(); 83 | } 84 | GetComponent().mesh = mesh; 85 | 86 | if(!materialApplied){ 87 | ApplyRandomMaterial(); 88 | materialApplied = true; 89 | } 90 | } 91 | 92 | void ApplyRandomMaterial() => GetComponent() 93 | .ApplyRandomMaterial(shaderName, gameObject.name); 94 | } 95 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/ProceduralShapes.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e99d699c4495847c39ffe5639b029f68 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Quad.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Quad : Shape 4 | { 5 | public override Mesh Generate() 6 | { 7 | ShapeType = ShapeTypes.Quad; 8 | 9 | Mesh mesh = new Mesh(); 10 | 11 | // Step 1 - Create & Assign Vertices 12 | Vector3[] vertices = new Vector3[4]; 13 | vertices[0] = new Vector3(0, 0, 0); 14 | vertices[1] = new Vector3(Width, 0, 0); 15 | vertices[2] = new Vector3(0, 0, Depth); 16 | vertices[3] = new Vector3(Width,0, Depth); 17 | 18 | // Step 2 - Create & Assign Triangles 19 | int[] triangles = new int[6]; 20 | triangles[0] = 0; // first triangle 21 | triangles[1] = 2; 22 | triangles[2] = 1; 23 | 24 | triangles[3] = 2; // second triangle 25 | triangles[4] = 3; 26 | triangles[5] = 1; 27 | 28 | // Step 3 - Create & Assign normal 29 | Vector3[] normals = new Vector3[4]; 30 | normals[0] = -Vector3.forward; 31 | normals[1] = -Vector3.forward; 32 | normals[2] = -Vector3.forward; 33 | normals[3] = -Vector3.forward; 34 | 35 | // Step 4 - Create & Assign the UVs 36 | Vector2[] uvs = new Vector2[4]; 37 | uvs[0] = new Vector2(0,0); 38 | uvs[1] = new Vector2(1,0); 39 | uvs[2] = new Vector2(0,1); 40 | uvs[3] = new Vector2(1,1); 41 | 42 | mesh.vertices = vertices; 43 | mesh.triangles = triangles; 44 | mesh.normals = normals; 45 | mesh.uv = uvs; 46 | 47 | mesh.Optimize(); 48 | 49 | return mesh; 50 | } 51 | } -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Quad.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: afd3a7f1a2b5d42c0a62d60a2847f23a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Shape.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public abstract class Shape 4 | { 5 | public ShapeTypes ShapeType { get;set; } 6 | 7 | public float Width { get;set; } 8 | 9 | public float Height { get;set; } 10 | 11 | public float Depth { get;set; } 12 | 13 | public abstract Mesh Generate(); 14 | } -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Shape.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: de9e73c19c5f044ee819660c1a0d6763 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/ShapeRotator.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ShapeRotator : MonoBehaviour 6 | { 7 | [SerializeField] 8 | private Vector3 speed = Vector3.zero; 9 | 10 | void Update() => transform.Rotate(speed * Time.deltaTime, Space.World); 11 | } 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/ShapeRotator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac3b29e8dbcd740689a9e6503913313f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/ShapeTypes.cs: -------------------------------------------------------------------------------- 1 | public enum ShapeTypes 2 | { 3 | Cube, 4 | Quad 5 | } -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/ShapeTypes.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 446b446d92763425e8e7479aede3ccee 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Shapes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 475ae710d278348febc8c69f4a757361 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ProceduralGeneration/Scripts/Shapes/Cube.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Cube : Shape 4 | { 5 | public override Mesh Generate() 6 | { 7 | ShapeType = ShapeTypes.Cube; 8 | 9 | Mesh mesh = new Mesh(); 10 | 11 | // Step 1 - Create & Assign Vertices 12 | Vector3[] vertices = new Vector3[24]; 13 | 14 | // Front Face Vertices 15 | vertices[0] = new Vector3(0, 0, 0); 16 | vertices[1] = new Vector3(Width, 0, 0); 17 | vertices[2] = new Vector3(0, Height, 0); 18 | vertices[3] = new Vector3(Width, Height, 0); 19 | 20 | // Top Face Vertices 21 | vertices[4] = new Vector3(0, Height, 0); 22 | vertices[5] = new Vector3(Width, Height, 0); 23 | vertices[6] = new Vector3(0, Height, Depth); 24 | vertices[7] = new Vector3(Width, Height, Depth); 25 | 26 | // Back Face Vertices 27 | vertices[8] = new Vector3(0, 0, Depth); 28 | vertices[9] = new Vector3(Width, 0, Depth); 29 | vertices[10] = new Vector3(0, Height, Depth); 30 | vertices[11] = new Vector3(Width, Height, Depth); 31 | 32 | // Bottom Face Vertices 33 | vertices[12] = new Vector3(0, 0, 0); 34 | vertices[13] = new Vector3(Width, 0, 0); 35 | vertices[14] = new Vector3(0, 0, Depth); 36 | vertices[15] = new Vector3(Width, 0, Depth); 37 | 38 | // Left Face Vertices 39 | vertices[16] = new Vector3(0, 0, 0); 40 | vertices[17] = new Vector3(0, 0, Depth); 41 | vertices[18] = new Vector3(0, Height, 0); 42 | vertices[19] = new Vector3(0, Height, Depth); 43 | 44 | // Right Face Vertices 45 | vertices[20] = new Vector3(Width, 0, 0); 46 | vertices[21] = new Vector3(Width, 0, Depth); 47 | vertices[22] = new Vector3(Width, Height, 0); 48 | vertices[23] = new Vector3(Width, Height, Depth); 49 | 50 | // Step 2 - Create & Assign Triangles 51 | int[] triangles = new int[36]; 52 | 53 | // Front Face Triangles 54 | triangles[0] = 0; // first triangle 55 | triangles[1] = 2; 56 | triangles[2] = 1; 57 | 58 | triangles[3] = 2; // second triangle 59 | triangles[4] = 3; 60 | triangles[5] = 1; 61 | 62 | // Top Face Triangles 63 | triangles[6] = 4; // first triangle 64 | triangles[7] = 6; 65 | triangles[8] = 5; 66 | 67 | triangles[9] = 6; // second triangle 68 | triangles[10] = 7; 69 | triangles[11] = 5; 70 | 71 | // Back Face Triangles 72 | triangles[12] = 8; // first triangle 73 | triangles[13] = 10; 74 | triangles[14] = 9; 75 | 76 | triangles[15] = 10; // second triangle 77 | triangles[16] = 11; 78 | triangles[17] = 9; 79 | 80 | // Bottom Face Triangles 81 | triangles[18] = 12; // first triangle 82 | triangles[19] = 14; 83 | triangles[20] = 13; 84 | 85 | triangles[21] = 14; // second triangle 86 | triangles[22] = 15; 87 | triangles[23] = 13; 88 | 89 | // Left Face Triangles 90 | triangles[24] = 16; // first triangle 91 | triangles[25] = 18; 92 | triangles[26] = 17; 93 | 94 | triangles[27] = 18; // second triangle 95 | triangles[28] = 19; 96 | triangles[29] = 17; 97 | 98 | // Left Face Triangles 99 | triangles[30] = 20; // first triangle 100 | triangles[31] = 22; 101 | triangles[32] = 21; 102 | 103 | triangles[33] = 22; // second triangle 104 | triangles[34] = 23; 105 | triangles[35] = 21; 106 | 107 | // Step 3 - Create & Assign normal 108 | Vector3[] normals = new Vector3[24]; 109 | 110 | Vector3 front = Vector3.forward; 111 | Vector3 back = Vector3.back; 112 | Vector3 top = Vector3.up; 113 | Vector3 bottom = Vector3.down; 114 | Vector3 left = Vector3.left; 115 | Vector3 right = Vector3.right; 116 | 117 | // Front Face normals 118 | normals[0] = front; 119 | normals[1] = front; 120 | normals[2] = front; 121 | normals[3] = front; 122 | 123 | // Top Face normals 124 | normals[4] = top; 125 | normals[5] = top; 126 | normals[6] = top; 127 | normals[7] = top; 128 | 129 | // Back Face normals 130 | normals[8] = back; 131 | normals[9] = back; 132 | normals[10] = back; 133 | normals[11] = back; 134 | 135 | // Bottom Face normals 136 | normals[12] = bottom; 137 | normals[13] = bottom; 138 | normals[14] = bottom; 139 | normals[15] = bottom; 140 | 141 | // Left Face normals 142 | normals[16] = left; 143 | normals[17] = left; 144 | normals[18] = left; 145 | normals[19] = left; 146 | 147 | // Right Face normals 148 | normals[20] = right; 149 | normals[21] = right; 150 | normals[22] = right; 151 | normals[23] = right; 152 | 153 | mesh.vertices = vertices; 154 | mesh.triangles = triangles; 155 | mesh.normals = normals; 156 | 157 | // TODO assign UVs for now an empty array 158 | Vector2[] uvs = new Vector2[vertices.Length]; 159 | mesh.uv = uvs; 160 | 161 | mesh.Optimize(); 162 | 163 | return mesh; 164 | } 165 | 166 | } 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-------------------------------------------------------------------------------- 1 | 2 | === Mon May 13 21:00:26 2019 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.timeline@1.0.0 9 | The following packages were updated: 10 | com.unity.analytics from version 3.2.2 to 3.3.2 11 | com.unity.collab-proxy from version 1.2.9 to 1.2.16 12 | com.unity.package-manager-ui from version 2.1.1 to 2.1.2 13 | com.unity.purchasing from version 2.0.1 to 2.0.6 14 | com.unity.textmeshpro from version 1.3.0 to 2.0.0 15 | 16 | === Tue Jun 4 20:04:30 2019 17 | 18 | Packages were changed. 19 | Update Mode: updateDependencies 20 | 21 | The following packages were updated: 22 | com.unity.textmeshpro from version 2.0.0 to 2.0.1 23 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | 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with Unity3d 3 | 4 | [YouTube Procedurally mesh generation PlayList](https://www.youtube.com/playlist?list=PLQMQNmwN3FvzfmC4HoVhhBZbSdKeHCAH5) 5 | 6 | ### Scenes in this repository 7 | 1- QuadExample: Provides scripts to generate quads and random materials at runtime. 8 | 9 | [Video #1](https://youtu.be/Xcu0661MpuA) 10 | 11 | 2- CubeExample & CubeMovementExample: Provides scripts to generate cubes and random materials at runtime. 12 | 13 | [Video #2](https://youtu.be/pxiL5sYKER0) 14 | [Video #3](https://youtu.be/PBlUyTlD9LA) 15 | 16 | 3- GridExample: Provides scripts to generate a procedural grid by utilizing the existing Cube implementation, grid script, random material generation, and allows level designers to set their own materials. 17 | 18 | [Video #4](https://youtu.be/xGi0Hr-kNw0) 19 | 20 | [Video #5](https://youtu.be/JleM2I_6KIk) 21 | 22 | [Video #6](https://youtu.be/-9ZnjzkBv1k) 23 | 24 | 4- GridWithProceduralParamsExample: Provides you with a demo on how to use the GridsWithParams script and editor script. This scene also consumes the scriptable objects residing in /Assets/ProceduralParams folder. 25 | 26 | [Video #7](https://youtu.be/CcBR7cUZoXE) 27 | --------------------------------------------------------------------------------