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tutorial
Training components define sample data from their child objects. The contained objects must have a prefab connection. Recompile after changing its contents. Rotation of objects are recorded.
Generates output from a Training sample. On Start will compile it's training component, generate, and run.
- seed:
0for randomized - N: size of the overlap patterns (warning, higher values can freeze Unity)
- Periodic Input: repeating sample pattern
- Periodic Output: repeating output pattern
- Symmetry: sample grid re-read with additional rotation/reflection variations. Note: rotation of sample tiles will only make sense for symmetry-1 output
- Iterations: 0 will run until finished/unfinishable. Also used by incremental output.
- Incremental: Runs iterations every update in play mode.
## TilePainter
Simple painting utility. Add prefabs to it's palette array, then select the TilePainter's gameobject and use the mouse in the editor window to paint/interact.
Note: use the sample key [S] + click to change paint color, either from the canvas area or the row of palette objects below it.
This model uses XML data representing legal tile neighbors. The Training component has a "record neighbors" command to generate these files, the file is saved to "Assets/{{trainingGameObject}}.xml".
Whitespace is ignored in the neighbor scan, and can be used as margins to isolate neighbors. Training components have a weight array for neighbor xml.
Tile symmetry class can be declared via the last letter of the prefab name, for example "GroundX" & "Road-T".
Note: L tiles have an initial orientation of
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