Table of Contents

Class MedievalCityGenerator

Namespace
GrindFest.Generation
Assembly
GrindFest.dll

Procedural church assembly. Split into its own partial because the church is a one-off landmark with its own geometry rules (long-nave silhouette, centre-front bell tower with pointed steeple, embedded crypt dungeon entrance) that don't belong in the generic house/wall code in the main partial.

SILHOUETTE GOAL: small parish chapel with a clearly central main door, a tall front bell tower projecting up through the roof line, and a TRUE pointed conical steeple (from the Synty Castle round roof-cap kit, not a scaled tile cap) on top. Stained-glass strip alternating with plain wall on the side faces. The nave roof is flattened (Y-scaled) so the steeple — not the roof — dominates the silhouette.

MATERIALS: the upper storey uses SyntyPFK's HouseWall_05/06 (white plaster + timber) to stay consistent with the surrounding village, sitting on a STONE foundation course (HouseBaseWall_01 + corners). This matches Synty's own optimized church preset exactly: stone skirt + plaster/timber walls + bell tower.

DIMENSIONS: 5 m wide × 10 m deep nave (2 × 4 modules on the 2.5 m HouseWall grid) so the stock BuildHouseRoof works at NATIVE scale — every Synty roof piece sits exactly where its art was authored, no stretching or hidden gaps. The bell tower sits on the SW front corner (asymmetric, like Synty's preset).

[ExecuteInEditMode]
public class MedievalCityGenerator : MonoBehaviour
Inheritance
object
MedievalCityGenerator

Fields

BlueprintName
ProximityGenerationTrigger
Seed
SnapToTerrain

Methods

Generate()

Events

OnGenerated