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Unity WaveFunctionCollapse

A fork of https://github.com/mxgmn/WaveFunctionCollapse with tools for the Unity Game engine.

Installation

Clone this repo under your projets Assets directory, or import a unity package asset from http://selfsame.itch.io/unitywfc.

Usage

video tutorial

https://www.youtube.com/watch?v=CTJJrC3BAGM

Training

Training components define sample data from their child objects. The contained objects must have a prefab connection. Rotation of objects are recorded. The OverlapWFC component will auto compile it's training on Start, in editor mode you will need to use the compile button.

Whitespace (no object) is recorded for the OverlapWFC, but ignored for the SimpleTiledWFC.

NOTE: for SimpleTiledWFC all prefabs must be located within an Assets/Resources directory!

TilePainter

Simple tilemap painting utility to help create training data. To paint, assign it's color prefab property and hover over the canvas region with the TilePainter's object selected.

Adding objects to the palette array will show them below the canvas area, palette or painted tiles can be sampled by holding the [s] key and clicking on them.

Note: You can drag a folder of prefabs from under Assets/Resources onto the palette array!

OverlapWFC

Generates output from a Training sample. On Start will compile it's training component, generate, and run.

NOTE: Using rotation specific tiles will only give nice results for symmetry 1 generation. Personally I like to use rotation for the overlap model, with a larger training area to make up for the loss of symetry variants.

SimpleTiledWFC

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.name}}.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.

NOTE: Prefabs must be located within Assets/Resources or a subdirectory within.

X I T L

Tile symmetry class can be declared via the last letter of the prefab name, for example "GroundX" or "Road-T".

Note: L tiles have an initial orientation of

OO
OX

API

Both models have a public GameObject[,] rendering; 2d array that stores their output.