So I used the code from the tutorial here but my terrain looks completely different, as pictured. Have they changed how the perlin noise function works in Unity? Thanks.
[29957-screenshot+2014-07-29+10.11.12.png|29957]
[29958-screenshot+2014-07-29+10.09.37.png|29958]
SOLVED: I used child.transform.position.y instead of child.transform.position.z in the second value of the perlin noise function.
My Code:
#pragma strict
var size : int = 10;
var cube : GameObject;
var scale : float = 6.5;
var move : boolean = false;
function Start () {
for(var x=0;x<size;x++){
for(var z=0;z<size;z++){
var c = Instantiate(cube, Vector3(x,0,z),Quaternion.identity);
c.transform.parent = transform;
}
}
for(var child:Transform in transform){
var height = Mathf.PerlinNoise(child.transform.position.x/scale,child.transform.position.y/scale);
child.renderer.material.color = Color(height,height,height,height);
}
}
function Update () {
for(var child:Transform in transform){
var height = Mathf.PerlinNoise(child.transform.position.x/scale,child.transform.position.y/scale);
child.renderer.material.color = Color(height,height,height,height);
}
if(move == true){
for(var child:Transform in transform){
height = Mathf.PerlinNoise(child.transform.position.x/scale,child.transform.position.y/scale);
child.transform.position.y = height;
}
}
}