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    Class InfiniteGenerator

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    InfiniteGenerator
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
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    MonoBehaviour.InvokeRepeating(string, float, float)
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    MonoBehaviour.print(object)
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    Namespace: Tessera
    Assembly: Tessera.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
    float

    cleanupInterval

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

    Declaration
    public float cleanupInterval
    Field Value
    Type Description
    float

    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
    bool

    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
    bool

    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
    bool

    maxCleanupPerUpdate

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

    Declaration
    public int maxCleanupPerUpdate
    Field Value
    Type Description
    int

    maxInstantiatePerUpdate

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

    Declaration
    public float maxInstantiatePerUpdate
    Field Value
    Type Description
    float

    maxXChunk

    Declaration
    public int maxXChunk
    Field Value
    Type Description
    int

    maxYChunk

    Declaration
    public int maxYChunk
    Field Value
    Type Description
    int

    maxZChunk

    Declaration
    public int maxZChunk
    Field Value
    Type Description
    int

    minXChunk

    Declaration
    public int minXChunk
    Field Value
    Type Description
    int

    minYChunk

    Declaration
    public int minYChunk
    Field Value
    Type Description
    int

    minZChunk

    Declaration
    public int minZChunk
    Field Value
    Type Description
    int

    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
    int

    scanInterval

    Time between scans that detect if new chunks need creating

    Declaration
    public float scanInterval
    Field Value
    Type Description
    float

    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
    int

    strip

    Shrink the generated output by this many cells, effectively giving the generator more "lookahead".

    Increasing this can help avoid contradictions generating chunks.

    Declaration
    public int strip
    Field Value
    Type Description
    int

    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
    Type Description
    bool
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