Hi everybody,
I’m currently working on a gaming which uses a low poly procedural terrain which will be generated at runtime. See this as a large subdivided plane. I created this by following the terrain generation tutorials of Brackeys. This works as intended and now I want it to deform when a game object (a model of a building) has been placed on it. How can I do this?
I currently spawn the building using the position of a raycast and then instantiating it there but it just clips through the terrain mesh. How can I make it so that the clipping parts (that are in the building collider?) flat out when it is instantiated?
Ohh and does anyone know a good tutorial about mesh deformation in general without the mesh bouncing back to it’s original shape?
Thanks upfront,