
Table of Contents
Summary
The Tile_Parent
prefab is instantiated at each point in the grid specified by the RL World Generator window. The tile contains the models necessary to represent many different biomes, and is instantiated during development in order to avoid instantiating at runtime/while the players is playing the game build.
The top level game object named Tile_Parent
holds scripts that manage tile-wide parameters and helper functions that modify the tile. Tile_Land_Foundation
represents land-based tiles (deactivated when the tile is Ocean-based). Tile_Ocean_Foundation
represents ocean-based tiles (deactivated when the tile is Ocean-based). The Camera_Detection_Plane
deactivates Tile_Ocean_Foundation
AND Tile_Land_Foundation
when the player (or you, as the developer, looking through the editor) can no longer see the the tiles and reactivates them just before they come into view.
Tile_Land_Foundation

Activated when this tile is considered ‘land’.
Foundation_Additions has no real purpose other than to serve as a parent to all of the aesthetic models added (such as the rocks that can be seen) and can be safely ignored (or added to).
Tile_Toppers is far more important, and represents the ‘land’ that shows up in many biomes. In the picture above, it’s the purple-colored rectangle that the mountain is resting on. It serves as the parent to all of the different biomes.
Tile_Ocean_Foundation

Activated when this tile is considered ‘ocean’.
Foundation_Additions has no real purpose other than to serve as a parent to all of the aesthetic models added (such as the rocks that can be seen) and can be safely ignored (or added to).
Camera_Detection_Plane

Warning: This is a runtime component that should NOT be used during training or inference. In other words, you should only let the player see tiles when the world has completed generation.
The Camera_Detection_Plane
serves a significant performance role; it turns off Tile_Land_Foundation
and Tile_Ocean_Foundation
when the player cannot see the tile anymore. It does this by using the Renderer.OnBecameVisible() to turn Tile_Land_Foundation
and Tile_Ocean_Foundation
on when the Camera_Detection_Plane
itself is visible and Renderer.OnBecameInvisible() to turn Tile_Land_Foundation
and Tile_Ocean_Foundation
off when the Camera_Detection_Plane
itself is no longer visible to the player.
Note: The script remembers which was activated last (Land or Ocean) and will only reactivate the previously active Foundation when the player comes into view.
Attached Scripts
Tile_Parent/Camera_Detection_Plane/Render_When_Visible.cs
Inputs
tile_land_foundation
: While viewingTile_Parent
in the Prefab Mode, drag and drop theTile_Land_Foundation
GameObject to this input in the Inspector.tile_ocean_foundation
: While viewingTile_Parent
in the Prefab Mode, drag and drop theTile_Ocean_Foundation
GameObject to this input in the Inspector.

Table of Contents
Summary
The Tile_Parent
prefab is instantiated at each point in the grid specified by the RL World Generator window. The tile contains the models necessary to represent many different biomes, and is instantiated during development in order to avoid instantiating at runtime/while the players is playing the game build.
The top level game object named Tile_Parent
holds scripts that manage tile-wide parameters and helper functions that modify the tile. Tile_Land_Foundation
represents land-based tiles (deactivated when the tile is Ocean-based). Tile_Ocean_Foundation
represents ocean-based tiles (deactivated when the tile is Ocean-based). The Camera_Detection_Plane
deactivates Tile_Ocean_Foundation
AND Tile_Land_Foundation
when the player (or you, as the developer, looking through the editor) can no longer see the the tiles and reactivates them just before they come into view.
Tile_Land_Foundation

Activated when this tile is considered ‘land’.
Foundation_Additions has no real purpose other than to serve as a parent to all of the aesthetic models added (such as the rocks that can be seen) and can be safely ignored (or added to).
Tile_Toppers is far more important, and represents the ‘land’ that shows up in many biomes. In the picture above, it’s the purple-colored rectangle that the mountain is resting on. It serves as the parent to all of the different biomes.
Tile_Ocean_Foundation

Activated when this tile is considered ‘ocean’.
Foundation_Additions has no real purpose other than to serve as a parent to all of the aesthetic models added (such as the rocks that can be seen) and can be safely ignored (or added to).
Camera_Detection_Plane

Warning: This is a runtime component that should NOT be used during training or inference. In other words, you should only let the player see tiles when the world has completed generation.
The Camera_Detection_Plane
serves a significant performance role; it turns off Tile_Land_Foundation
and Tile_Ocean_Foundation
when the player cannot see the tile anymore. It does this by using the Renderer.OnBecameVisible() to turn Tile_Land_Foundation
and Tile_Ocean_Foundation
on when the Camera_Detection_Plane
itself is visible and Renderer.OnBecameInvisible() to turn Tile_Land_Foundation
and Tile_Ocean_Foundation
off when the Camera_Detection_Plane
itself is no longer visible to the player.
Note: The script remembers which was activated last (Land or Ocean) and will only reactivate the previously active Foundation when the player comes into view.
Attached Scripts
Tile_Parent/Camera_Detection_Plane/Render_When_Visible.cs
Inputs
These can be set in the Editor mode of the Unity game engine. They will not be overwritten.
tile_land_foundation
: While viewingTile_Parent
in the Prefab Mode, drag and drop theTile_Land_Foundation
GameObject to this input in the Inspector.tile_ocean_foundation
: While viewingTile_Parent
in the Prefab Mode, drag and drop theTile_Ocean_Foundation
GameObject to this input in the Inspector.
Tile_Parent/Tile_Properties.cs
Inputs
These values are automatically set. They will be overwritten at runtime.
elevation
: Oceans are typically low elevation, Land is average elevation, and Mountains are high elevation.-
temperature
: Deserts and Jungles/Swamps are typically higher temperatures, while Arctic is typically low temperature. moisture
: Deserts are typically low moisture, while Jungles/Swamps are typically high moisture.