Making a Game in Unity 034: Procedural Tree Generation

Making a game in Unity 034

In this devlog I modeled a low poly palm tree (during my first livestream!), and then I implemented procedural tree generation so that I don’t need to manually place every single tree.

At first I thought this would be quite difficult, and at one point I even considered abandoning procedural generation altogether, but once I got out of my head and actually started writing code it turned out to be fairly straightforward.

Then I made the ocean infinite. In reality, the water plane just moves with the camera now, but that makes the water appear to be endless. I also improved the camera’s submersion detection by removing its reliance on an approximation, so the water fog actually gets enabled and disabled properly now.

As always, if you’re interested in more videos like this, leave a like (it really helps out with the YouTube algorithm), and consider subscribing. Also, come check out the Discord server where you can share your progress, ask for help, and hang out with other game developers.

See other posts in this series.