Comments (1)
First, thanks for the supportive comments, that mean a lot for me.
About the seed change problem with the old chunks, that's the old working system where you need to remove old chunks by hand in the directory Application.persistentDataPath+"/worlds/default" (the chunk of a world is saved in: worlds->[world name]). You haven't found the "/chunks" folder because that was old dir that I changed to the explained one when I created the worldManager. You can use the WorldManager prefab inspector button to get fast access to the "/world" folder:
That was a bad user interaction so I create a new constant AUTO_CLEAR_WHEN_NOISE_CHANGE (default set true) and improve the save system to support the save of the noise parameters. The new system remove old chunks if detecte that NoiseManager.worldConfig (noise parameters) change from the previous save one, so you don't have that problem any more.
Also, if you use the 0 seed value, you always generate a new world and delete the old chunks.
Remember that if WorldManager exist in the scene this two previous interactions not work, so I suppose that you are trying load world to play and not for testing. With a WorldManager in the Scene you always load the previous chunks and the NoiseManager.worldConfig from the world file to the current NoiseManager.
Try the new implementation, I expect that the new system meets your needs.
Feel free ask other doubts or talk about improvements.
from marching-cubes-on-unity-3d.
Related Issues (15)
- Is there any option to do voxels smoother? HOT 1
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- Sphere world generation HOT 2
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- Get Byte data from a vertex (placement objects) HOT 4
- Getting deeper HOT 3
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from marching-cubes-on-unity-3d.