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jasonwebb/unity-space-colonization: Unity implementation of the space colonization algorithm to generate organic branching structures.

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  1. Attraction distance - branches that are within this distance (and outside the kill distance) of an attractor will grow towards that attractor.
  2. Kill distance - how close branches can grow to attraction nodes before stopping.
  3. Segment length - length of each branch segment of the generated structure. In each iteration of the simulation, one segment is added to the tips of each branch that is not within a kill distance of an attractor.
  1. Material - reference to a material object that is applied to each individual branch segment.
  2. Enable vein thickening - progressively increase the radius of each branch segment starting from the tip (smallest) to the root node (largest).
  1. Attractor placement - dropdown with the following options:
  2. Attractor gizmo radius - size of the editor gizmos that indicate the position of each attractor.
  3. Actions
  1. Type of root node(s) - dropdown with the following options:
  1. Use bounds - enable or disable restriction of branch growth to a chosen bounding volume.
  1. Use obstacles - enable or disabled the use of obstacle objects that branch growth cannot occur in.
  1. Iterations to run - number of times to run the simulation. Start small until you know what you're doing!
  2. Run - press to run the simulation for the number of times chosen above.
  3. Reset - press to remove any previously-generated branches so growth can start over.
  1. Filename - name of the file you want to export. Be sure to provide a file extension.
  2. Export - press to export the generated branches on the screen to a file with the name provided above.
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Unity implementation of the space colonization algorithm to generate organic branching structures.

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