Hex Map 5.4.0 New Map Generator
Catlike Coding Unity details a Hex Map 5.4.0 refactor that starts modernizing map generation for a future Burst-job pipeline. The first step is an experimental generator that shares a new serializable MapGeneratorSettings class with the existing Mono-based HexMapGenerator, letting both paths produce comparable output while the code is split apart.
The practical reason for the detour is determinism. The same seed and settings can yield different rivers and terrain between Mono and IL2CPP because Mono’s float math can promote to double and back, nudging threshold checks down different branches. Since Burst and IL2CPP behave consistently, the tutorial treats IL2CPP as the baseline and calls out Unity’s broader move away from Mono toward CoreCLR.
To make side-by-side testing easier, the new generator is wired into the New Map menu behind an Experimental toggle, with the old path still available. From there, the refactor begins at the end of the pipeline by extracting terrain assignment into a SetTerrainTypeJob mock, complete with biome tables and climate data access.
For developers, the useful takeaway is less about the specific hex map and more about the migration strategy: isolate settings, preserve output parity, and replace monolithic generation stages one at a time. That approach should translate well to any procedural system headed toward Burst, jobs, or other parallel-friendly architectures.
“the old and new code must generate the exact same maps”
- what
- Hex Map 5.4.0 begins a map-generation refactor toward Burst jobs using mock jobs first
- who
- Catlike Coding Unity; Hex Map project; Unity 6000.3.20f1
- when
- Tutorial follows Hex Map 5.3.0 and targets Unity 6000.3.20f1
- impact
- Procedural generation can be compared across Mono and IL2CPP while preserving identical output
Refactor-focused, with a determinism caveat
Follow Unity updates
See relevant stories in your personalized news feed.
Discussion