PROCEDURAL PLATFORMER IN UNITY AND HOUDINI.
The level is built on the fly using a tile based approach, and recursion.
Each colour code tells the generator what to do with the space, Magenta is an exit, Cyan is playable area etc.
Once a limit to the rooms has been reached, the data is passed to a meshing class to build the level without the need for GameObjects in the heir-achy.
Colliders are then built using a flood fill.


