Some naive experiments with procedural mesh generation in Unity
MIT License
This project is following and implementing the ideas of the 3D Procedural Mesh Generation Fundamentals in Unity course on Udemy.
The core idea here is to build meshes at runtime, with some (naive) examples for
As well as "planar" mesh generation for:
One of the more interesting approaches here, it mainly uses
Shape extrusion along a path defined by a set of waypoints.
A similar approach is used to generate a racetrack including walls and a mesh collider: