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Unity Terrain Generation w/Music Pt. I

  • Writer: Gabriel Priem
    Gabriel Priem
  • Feb 24, 2021
  • 1 min read

First Roadblock, woohoo!


I'm going to rubber-duck this post a bit and discuss some of the stuff that's going on. I shifted to applying some of the values acquired from my audio analysis script to the terrain generation script. Specifically, the function that updates the mesh vertices y-coordinates, giving height/depth to the terrain. Instead of using the animation curve and values set up in the tutorial, I am rotating through all of the collective band values in the frequency band array from the audio script.


There are eight frequency bands, each encompassing a certain range of frequencies organized by the power of two starting at about 20Hz (I think).


I started with a simple experiment: plugging in the values of these frequency bands into the UpdateMeshVertices method to edit the vertices' heights. I spent a while trying to get all the errors worked out, setting up the references I needed for the scripts to talk to each other without making critical compiler errors. Once I got the critical errors out of the way, I realized that for some reason when the heightMap variable goes into the UpdateMeshVertices function, it is always null for some reason. Initial values are never assigned. It took a while to reach this point so I'm going to continue debugging on Friday most likely, as I need most of tomorrow to catch up on work for my GSAS capstone project.




 
 
 

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