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Nov 27, 2019 at 14:18 answer added Casto timeline score: 4
Aug 11, 2014 at 11:38 answer added Selali Adobor timeline score: 2
Feb 1, 2014 at 21:58 history tweeted twitter.com/#!/StackGameDev/status/429735414233317376
Jan 31, 2014 at 16:47 history edited user1430 CC BY-SA 3.0
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Jan 31, 2014 at 15:41 vote accept Iridium616
Jan 31, 2014 at 15:41 vote accept Iridium616
Jan 31, 2014 at 15:41
Jan 31, 2014 at 7:42 comment added xeophin I never used it, but Robert Yang once posted a possible solution for this on his blog. Maybe that works?
Jan 30, 2014 at 18:36 comment added XNargaHuntress You could try implementing voxel-based terrain with marching cubes (its own can of worms, especially in Unity). But there is no silver bullet. Pick a method and give it a shot. If it doesn't work, try another method.
Jan 30, 2014 at 18:01 comment added Iridium616 Okay, there's no "intended" way then. But how I should do it? Portal tricks wich don't look very good? Teleportation? A bunch of modeling work I suck at? == And yes I really need to make caves.
Jan 30, 2014 at 17:52 comment added user41442 Unity terrain is heightmap based, which fundamentally cannot support overhangs (such as caves and arches). This isn't really possible without making the roof from some other mesh. Unity Terrain was never "intended" to make caves and such. In fact, like all heightmap systems, it doesn't even do cliffs very well.
Jan 30, 2014 at 17:46 comment added AturSams I was wrong. The most recommended way is using Blender.
Jan 30, 2014 at 17:37 comment added Iridium616 Maybe it's just that I'm that slow, but I really don't imagine what you're trying to point right there.
Jan 30, 2014 at 17:24 comment added AturSams Why not use one mesh matrix for the floor and one for the ceiling?
Jan 30, 2014 at 15:57 review First posts
Jan 30, 2014 at 16:47
Jan 30, 2014 at 15:40 history asked Iridium616 CC BY-SA 3.0