2.5D cave level -- An okay start, but needs improvement

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I've been trying to make a tool, or set of tools, to help build a 2.5D cave system level for a game.

My process so far is to trace an image to get both the shape of the terrain as well as the background, and then extrude, subdivide, and deform it into something that somewhat resembles a cave. From there, I split the whole thing into multiple pieces to export as FBX files.

To make the colliders I take the original extruded floors and walls and create a box collider from each of the primitives. The screenshot below shows what that looks like in Unity.

I'm wondering if anyone knows a better approach for any of the steps in this process.
Particularly with making the colliders. Is there some way to reduce the total number of colliders by, for example replacing four boxes that overlap to form a larger box with a single collider?

Or are there any other ideas to make the final geometry less costly or better looking beyond what I already have?

Attachments:
2dCaveSystem.hiplc (795.5 KB)
level_sketch_large.png (35.7 KB)
unity_colliders.PNG (1.1 MB)

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