Uploaded October 2018 | Updated September 2026, 2 weeks ago
In this episode we add simple colour biomes to the planet.
Get the project files for this episode:
github.com/SebLague/Procedural-Planets
Note:
Two issues have been pointed out which I'd 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: patreon.com/SebastianLague
In this episode we add simple colour biomes to the planet.
Get the project files for this episode:
github.com/SebLague/Procedural-Planets
Note:
Two issues have been pointed out which I'd 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: patreon.com/SebastianLague
![[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)
