edesdan / ProceduralToolkit

Instruments for development of procedural generation systems in Unity game engine

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Procedural Toolkit v0.1.9

Procedural Toolkit is a collection of instruments for development of procedural generation systems in Unity game engine. It is free, open source and works with Unity Personal license.

Warning: This is a programming toolkit, editor support is limited.

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Installation instructions

Requires Unity 5.4 or later. Tested on Windows, WebGL, Android and iOS. UnityScript interoperability is not supported.

You can install Procedural Toolkit from any of the following sources:

  1. Import from the Asset Store
  2. Download from Releases page. Same packages as in the Asset Store.
  3. Clone/download repository from GitHub. In this case you will have to create a subfolder for toolkit (e.g. \Assets\ProceduralToolkit).

Folder containing example classes and scenes (ProceduralToolkit\Examples) can be safely removed. The same is true for ProceduralToolkit\Shaders, if you are not using examples. Removing ProceduralToolkit\Editor will leave you with code-only toolkit.

After installation you can import ProceduralToolkit namespace and start building your own PCG systems:

using UnityEngine;
using ProceduralToolkit;

public class Example : MonoBehaviour
{
    private void Update()
    {
        Debug.Log(string.Format("<color=#{0}>{0}</color>", RandomE.colorHSV.ToHtmlStringRGB()));
    }
}

Classes

  • ArrayE: Array extensions.
  • ColorE: Color extensions, HTML colors.
  • ColorHSV: Representation of color in HSV model.
  • DebugE: Drawing methods similar to Debug.
  • Directions: Enum with directions along three axes.
  • Draw: Collection of drawing method-independent generic drawing algorithms.
  • GizmosE: Drawing methods similar to Gizmos.
  • GLE: Drawing wrappers over GL.Vertex which follow Gizmos convention.
  • MeshDraft: Helper class for mesh generation.
  • MeshDraftPrimitives: Constructors for MeshDraft primitives.
  • MeshE: Mesh extensions.
  • MeshPrimitives: Constructors for Mesh primitives.
  • PTUtils: Various utility methods.
  • RandomE: Value generators and extensions for collections.
  • TextureE: Texture extensions and constructors.
  • Vector2Int: Vector2 analogue with integer components.
  • VectorE: Vector extensions.

Editor classes

  • ProceduralToolkitMenu: Submenu with constructors for primitives at GameObject > Procedural Toolkit and about window at Help > About Procedural Toolkit.
  • MeshFilterExtension: Mesh saving utility available at MeshFilter context menu > Save Mesh.

Examples

Resources folder contains prefabs used for UI. UI folder contains scripts for ui controls, including camera rotator.

BuildingGenerator

Procedural building generator.

  • BuildingGenerator: Main generator class. Generates buildings based on input configuration.
  • BuildingGeneratorConfigurator: Configurator for generator with UI and editor controls.
  • BuildingGeneratorUtils: Helper class for generator.
  • IFacadeLayout, IFacadePanel, FacadeLayout, HorizontalLayout, VerticalLayout: Interfaces and classes used in facade layout generation.
  • ProceduralFacadePanel: Fully procedural facade panels for building generator.
  • BuildingGeneratorConfiguratorEditor: Custom inspector for BuildingGeneratorConfigurator.

ChairGenerator

Procedural chair generator.

  • ChairGenerator: Main generator class. Generates chairs based on input configuration.
  • ChairGeneratorConfigurator: Configurator for generator with UI and editor controls.
  • Armrests, Backs, Stretchers: Chair parts constructors.
  • ChairGeneratorConfiguratorEditor: Custom inspector for ChairGeneratorConfigurator.

Boids

Single-mesh particle system with birds-like behaviour.

  • BoidController: Generates animated mesh based on input configuration.
  • BoidControllerConfigurator: Configurator for BoidController with UI controls.

LowPolyTerrainGenerator

Simple Perlin noise based low poly terrain generator.

  • LowPolyTerrainGenerator: Main generator class. Generates terrain based on input configuration.
  • LowPolyTerrainGeneratorConfigurator: Configurator for generator with UI and editor controls.
  • LowPolyTerrainGeneratorConfiguratorEditor: Custom inspector for LowPolyTerrainGeneratorConfigurator.

CellularAutomaton

Generic cellular automaton for two-state rulesets.

  • CellularAutomaton: Main generator class. Generates cellular automata based on input configuration.
  • CellularAutomatonConfigurator: Configurator for generator with UI controls.
  • Ruleset: Cellular automaton ruleset representation and static constructors.
  • CellState: Enum for automaton cell states.

Mazes

Generic maze generator.

  • MazeGenerator: Main generator class. Generates mazes on input configuration.
  • MazeGeneratorConfigurator: Configurator for generator with UI controls.
  • Maze: Maze graph representation.
  • Cell: Maze graph cell.
  • Edge: Maze graph edge.

Breakout

Breakout clone with procedurally generated levels.

  • Breakout: Game engine and level generator.
  • BreakoutConfigurator: Configurator for generator with UI controls.
  • Brick: Disables game object on collision.

CharacterGenerator

Simple 2D character generator. Sprites made by Tess Young.

  • CharacterGenerator: Generates a sprite set and a name for character.
  • NameGenerator: Generates a random name from a large array of names.

Primitives

Demonstration of primitives

  • Cylinder, Dodecahedron, FlatSphere, Hexahedron...: Mesh generators with exposed parameters in inspector.

Common classes

  • SkyBoxGenerator: Skybox generator, assuming that scene uses gradient skybox shader, animates transitions to new parameters every few seconds.
  • ButtonControl, SliderControl, TextControl, ToggleControl: UI controls for generators.
  • CameraRotator: Orbiting camera controller.
  • ConfiguratorBase: Base class for configurators.

Shaders

  • Unlit, Diffuse, Specular and Standard Vertex Color: Textureless shaders which use color information from vertex attributes.
  • Gradient Skybox: Simple gradient skybox.

License

The MIT License (MIT)

Copyright (c) Daniil Basmanov

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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Instruments for development of procedural generation systems in Unity game engine

https://www.assetstore.unity3d.com/#!/content/16508


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