Uploaded June 2016 | Updated September 2026, 2 weeks ago
Welcome to this series on procedural landmass generation. In this episode we go on a long journey to fix a tiny problem with the mesh normals.
The full source code for this episode can be found here:
github.com/SebLague/Procedural-Landmass-Generation
If you'd like to support these videos, I have a Patreon page over here: patreon.com/SebastianLague
Welcome to this series on procedural landmass generation. In this episode we go on a long journey to fix a tiny problem with the mesh normals.
The full source code for this episode can be found here:
github.com/SebLague/Procedural-Landmass-Generation
If you'd like to support these videos, I have a Patreon page over here: patreon.com/SebastianLague
![[Unity] Procedural Planets (E06: simple biomes)
In this episode we add simple colour biomes to the planet.
Get the project files for this episode:
http://github.com/SebLague/Procedural-Planets
Note:
Two issues have been pointed out which Id like to address: (will add these fixes at end of next video)
1) changing resolution causes uv out of bounds error. This can be fixed by checking mesh.uv.Length uv.Length before assigning the uvs in ConstructMesh method.
2) biome colours appearing in wrong places when zoomed out (on certain devices). To fix this, mipmaps need to be disabled on the planet texture. In the ColourGenerator, replace with:
texture = new Texture2D(textureResolution, settings.biomeColourSettings.biomes.Length, TextureFormat.RGBA32, false);
Support the creation of more tutorials and get early access to new videos: https://www.patreon.com/SebastianLague [Unity] Procedural Planets (E06: simple biomes)](https://i.ytimg.com/vi/Nxr0z6zKhOI/mqdefault.jpg)
![[Unity] Procedural Planets (E07: ocean depth)
In this episode we make the oceans more interesting by shading them according to their depth.
Get the project files for this episode:
http://github.com/SebLague/Procedural-Planets
Support the creation of more tutorials and get early access to new videos: https://www.patreon.com/SebastianLague [Unity] Procedural Planets (E07: ocean depth)](https://i.ytimg.com/vi/OULxvDLojic/mqdefault.jpg)



![[Unity] Creating a 2D Platformer (E12. refactoring, ray spacing)
Learn how to create a 2D platformer controller in Unity that can reliably handle slopes and moving platforms.
Download source code here: https://github.com/SebLague/2DPlatformer-Tutorial
If youd like to support these videos, you can make a recurring monthly donation (cancellable at any time) through Patreon: https://www.patreon.com/SebastianLague
Or a once-off donation through PayPal:
http://bit.ly/SupportGamedevTutorials [Unity] Creating a 2D Platformer (E12. refactoring, ray spacing)](https://i.ytimg.com/vi/Poq9ExMoYCQ/mqdefault.jpg)
![[Unity] 2D Curve Editor (E06: road mesh)
Creating a road mesh from the 2d path.
Source: https://github.com/SebLague/Curve-Editor
Support the creation of more gamedev tutorials:
https://www.patreon.com/SebastianLague
https://www.paypal.me/SebastianLague [Unity] 2D Curve Editor (E06: road mesh)](https://i.ytimg.com/vi/Q12sb-sOhdI/mqdefault.jpg)



![[Unity] Procedural Planets (E01 the sphere)
In this series well be creating a system for procedurally generating simple, but diverse planets.
Get the project files for this episode:
http://github.com/SebLague/Procedural-Planets
Please note that this series will not be covering level of detail or collisions, the goal is simply to generate some interesting-looking planets.
Support the creation of more tutorials and get early access to new videos: https://www.patreon.com/SebastianLague [Unity] Procedural Planets (E01 the sphere)](https://i.ytimg.com/vi/QN39W020LqU/mqdefault.jpg)