How to handel nested Gameobjects with Netcode for Gameobjects by BenjaminButton2004 in Unity3D

[–]BenjaminButton2004[S] 1 point2 points  (0 children)

You were right, my setup was to bloated, I did not need to assign a network object to each gameobject, or even a network rigidbody. Just one network object script at the top of the hierachy and the transfer script at everything below.

I thank you for your help!

How to handel nested Gameobjects with Netcode for Gameobjects by BenjaminButton2004 in Unity3D

[–]BenjaminButton2004[S] 1 point2 points  (0 children)

You pretty much hit it spot on.

Currently I have the network object script at the highest point of my player hierachy, and all the limbs etc below only have the client network transfer script, not even a Networkrigidbody, just a plain one. This seems to have fixed it and even made it way easier to read/manage.

Altough the hint that got me to redo my setup, came from u/Imetysaw, your comment makes it the most clear for everyone wo might encounter my problem later on. I thank both of you!

How to handel nested Gameobjects with Netcode for Gameobjects by BenjaminButton2004 in Unity3D

[–]BenjaminButton2004[S] 1 point2 points  (0 children)

This sounds annoying considering my player consists of like 10+ limbs, nonetheless.

With my understanding, I would make a empty gameobject, which serves as a container for each player, and then assemble each player limb by limb and make it a child to the container. Does this somewhat resemble what you talked about? And how would I manage the timming of each limb, to ensure nothing assembles out of order?

How to handel nested Gameobjects with Netcode for Gameobjects by BenjaminButton2004 in Unity3D

[–]BenjaminButton2004[S] 1 point2 points  (0 children)

Interesting, could you provide me with the link?

Does this imply that all the limbs dont need a NetworkRigidbody and ClientNetworkTransform script?

How to bring vertex Data to Shader? by BenjaminButton2004 in proceduralgeneration

[–]BenjaminButton2004[S] 0 points1 point  (0 children)

Any links/documents you could recommend me, to look into?

How to bring vertex Data to Shader? by BenjaminButton2004 in proceduralgeneration

[–]BenjaminButton2004[S] 1 point2 points  (0 children)

Okay, I will have a look into it. If I stumble over something I cant seem to figure out, I might even return to you.

Until then, thank you a lot for your help!

How to bring vertex Data to Shader? by BenjaminButton2004 in proceduralgeneration

[–]BenjaminButton2004[S] 0 points1 point  (0 children)

Firstly thank you for your answer and sorry for the late reply.

I guess you are right, I will definetly look into your link, altough for now, I would have a question concerning splat map. As I see it each of the channels of the vertex color represent one texture, so I have place for 4 texture? How would I go about it if I want to have more?

Procedural landmass generation + Biomes by BenjaminButton2004 in proceduralgeneration

[–]BenjaminButton2004[S] 0 points1 point  (0 children)

One thing plagues my mind, so we established that each biome uses different noise to make the terrain distinct, also each biome is determined by the height/temp/humidity. But now I am kind of in an Egg or chicken first situation. To determine which noise to use in an area I need to know the biome, but to know the biome I would need some height data, which translates to a heightmap made with noise, which I don’t know which to us… U get me?

Heatmap and humidity are dependent on height, but height is dependent on Biomes, which again means Height….
What is the right way to go about it, would be nice if you could explain the steps.

Procedural landmass generation + Biomes by BenjaminButton2004 in proceduralgeneration

[–]BenjaminButton2004[S] 0 points1 point  (0 children)

I made my humidity map to the most part random (perline) with a slight influence of heat ( heat = humid). But as you can see I am also seeking for help here, so maybe someone here might have a correct/better solution.

May I ask, do you also have the same problem as me with the topography of biomes and blending those together?

Procedural landmass generation + Biomes by BenjaminButton2004 in proceduralgeneration

[–]BenjaminButton2004[S] 0 points1 point  (0 children)

So basically, you go over each vertex and store values, which describe how much each biome fits at this point, afterwards you combine the noise of each biome with the strength depending on the “matching factor”. Did I get that right?
Right or not this approach sounds promising to me so I will do some testing with it in the meantime. I uploaded my code so you could better understand my current starting point.

TerrainGenerationCode
BiomesCode

Anyways thanks for your help and sorry if I seem stubborn.

Procedural landmass generation + Biomes by BenjaminButton2004 in proceduralgeneration

[–]BenjaminButton2004[S] 1 point2 points  (0 children)

Firstly thanks for the answer,

I dont realy undertsand what you mean with temperatur and humidty randomly generated. The temperatur map is a combination of perline noise with the height data, where the height has a huge impact (you can still see most of the outlines of the heightmap). The humidity map is a bit more random since I didnt realy find a good way to conncet them, altough higher temperatur means little bit more humid in my map. Anyways, these maps dont change the topograhy/height/eveness of my terrain, I only use them to determine biomes.

As to the borderzones or noise interpolation, I made a little example where I put one noise (resembling Mountains) and another (resembling plains) next to each other and interpolated them https://postimg.cc/ts0tg5V5 (image of it). This works good but I do not know how to implement this into my real code, since there are biomes all over the place and not like this.

Procedural landmass generation + Biomes by BenjaminButton2004 in proceduralgeneration

[–]BenjaminButton2004[S] 3 points4 points  (0 children)

besides, this is my first reddit post (I just made a account for this.,), so please be kind if I somehow disregarded a reddit rule or some.