Unity Plugin

Terrain Generation

General 

One the most important objects of the COALA area scene is the terrain. Terrain is divided into Cells and each cell is filled with the context information you have defined at the Back-end. This package also provides the functionality to get context information for a specific cell or GPS position/location. 

(Tip: It is not necessary for you to handle this context, but it can improve the map visually.)

Currently, an area is divided into 45*45 cells for a total of 2025 cells.

(Tip: Also check the Visualization tool page for more information)

Terrain generation 

Driven by the COALA System Config, there are two different ways to generate terrain.

(Tip: The Merge_cell_mesh checkbox controls this behavior.)

Each cell is its own object. 

All cells are merged into one object. 

(Tip: Always merge cells if possible. Single cells will decrease the render speed of your map.) 

Loading of tiles

Tiles are loaded only in a specific radius around the player. This radius can be configured through the Distance To Load Tiles Km value in the System (COALA) config

Additionally, you can set a limit on how many tiles should be loaded in parallel. The maximum number of tiles loaded can be configured through the Count Max Parallel Creating Areas value in the System (COALA) config

By default,  Tiles closest to player are loaded first. This can be configured by providing different implementation of TilePrioritizer in AreaGenerator scriptable object. Keep in mind, that this prioritization is applied every time new tile is added to the queue of tiles to load.