Fachada, NunoSilva, Rafael Castro eAndrade, Diogo deCódices, Nélio2022-08-01Fachada , N , Silva , R C E , Andrade , D D & Códices , N 2022 , ' Unity Snappable Meshes ' , Software Impacts 13 (2022) 100363 , vol. 13 , 100363 . https://doi.org/10.1016/j.simpa.2022.1003632665-9638Software Impacts 13 (2022) 100363The Snappable Meshes algorithm procedurally generates 3D maps for computer games by iteratively selecting and linking pre-built map pieces via designer-specified connectors. In this paper we present an implementation of this algorithm in the Unity game engine, describing its architecture and discussing core implementational solutions. A number of examples illustrate the potential of the algorithm and the capabilities of the software. We assess the application’s impact on past and ongoing research, and how it can be improved to support future research questions. Keywords: Procedural content generation (PCG) ; Computer games ; Layout ; Designer-centric methods ;3D maps ; Unity game engineapplication/pdfengopenAccessENGENHARIA INFORMÁTICAGESTÃO DE CONTEÚDOSJOGOS DE COMPUTADORPROGRAMAÇÃO EM 3DCOMPUTER ENGINEERINGCONTENT MANAGEMENT SYSTEMCOMPUTER GAMES3D PROGRAMMINGUnity Snappable Meshesarticlehttps://doi.org/10.1016/j.simpa.2022.100363https://www.scopus.com/record/display.uri?eid=2-s2.0-85134717236&origin=resultslist&sort=plf-f&src=s&sid=805c2961a6400a86556e93e4ec545b53&sot=b&sdt=b&s=TITLE-ABS-KEY%28Unity+Snappable+Meshes%29&sl=37&sessionSearchId=805c2961a6400a86556e93e4ec545b53&relpos=1