#750: MapMagic 2
Status: To-do

Hi Dennis

the method you provided worked in enabling tile generation... but without multithreading or drafts it disables tile stitching, so each tile has a large open seam rather than connecting to the ones around it.

image.png

Map margin value and interpolation do not seem to fix the issue but if i run this method whenever i cross over to a new terrain: mapMagicComponent.StartGenerate(_terrain, true, false); ...then it will stitch the tile in question with the ones around it.

but this requires a collider and a script that runs the method when you collide with a new tile and then you can see the stitching occur if it happens when the camera can see the seam. So it is a little hacky, is there another way of getting the tiles to stitch by default when multithreading and drafts are disabled?

thanks

Dan Urquhart Digital Media Services

On Sun, 27 Feb 2022 at 18:09, Dennis Pahunov <mail@denispahunov.ru> wrote:

Hi Dan,

WebGL doesn't go well with terrains in general, and auto generated terrains especially because of the strict memory limitations browsers imply. Only simple graphs and low resolution terrains can work here.

You can find some instructions on how to run MM with WebGL here: General FAQ: How to make it run in WebGL

Regards, Denis

Created by akaWraith Mar 17, 2022