public void Generate()
        {
            UnityEngine.Random.InitState(Seed);

            //pick a random position for the feature(s)
            var     position      = this.Generator.GetRandomPointInChunk();
            float   sampleheight  = ParentChunk.Terrain.terrainData.GetHeight(position.X, position.Z);
            Vector3 worldPosition = new Vector3(
                (ChunkCoords.X * TerrainChunkSettings.ChunkSize) + position.X,
                sampleheight - 0.5f,
                (ChunkCoords.Z * TerrainChunkSettings.ChunkSize) + position.Z
                );
            var        randomRotation = Quaternion.Euler(0, UnityEngine.Random.Range(0, 360), 0);
            GameObject dungeontower   = (GameObject)Resources.Load("DungeonTower");
            var        spawntower     = Instantiate(dungeontower, worldPosition, randomRotation);

            Generator.FeatureAssets.Add(
                spawntower
                );


            //setting the seed for the dungeon in the tower we just placed
            DungeonEntranceTrigger enterancetrigger = spawntower.gameObject.transform.GetComponentInChildren <DungeonEntranceTrigger>();

            enterancetrigger.Seed = ChunkCoords.X * ChunkCoords.Z + 123456;

            //raycasting the tower to the ground level
            float distanceToGround = TerrainUtils.RaycastToTerrain(spawntower.transform.position);
            var   pos = spawntower.transform.position;

            pos = new Vector3(pos.x, (pos.y + distanceToGround), pos.z);
            spawntower.transform.position = pos;
            spawntower.transform.SetParent(this.transform);
            RemoveOverlappingAssets();
        }
        public void Generate()
        {
            UnityEngine.Random.InitState(Seed);

            //pick a random position for the feature(s)
            var   position     = this.FeatureGenerator.GetRandomPointInChunk();
            float sampleheight = ParentChunk.Terrain.terrainData.GetHeight(position.X, position.Z);
            //set the offset for placing in the chunks world position X, Z. uses terrain height for Y
            Vector3 offsetPosition = new Vector3(
                (ParentChunk.Position.X * ParentChunk.Terrain.terrainData.size.x) + position.X,
                ParentChunk.Terrain.terrainData.GetHeight(position.X, position.Z),
                (ParentChunk.Position.Z * ParentChunk.Terrain.terrainData.size.z) + position.Z
                );
            Quaternion randomRotation = Quaternion.Euler(0, UnityEngine.Random.Range(0, 360), 0);
            GameObject asset          = ChooseRandomAsset();
            GameObject spawnedAsset   = Instantiate(asset, offsetPosition, randomRotation);

            PlacedAssets.Add(spawnedAsset);
            spawnedAsset.transform.parent = ParentChunk.FeatureComponent.transform;

            //setting the seed for the dungeon in the tower we just placed
            DungeonEntranceTrigger enterancetrigger = spawnedAsset.gameObject.transform.GetComponentInChildren <DungeonEntranceTrigger>();

            enterancetrigger.Seed = ParentChunk.Position.X * ParentChunk.Position.Z + 123456;
            RemoveOverlappingAssets(spawnedAsset);
        }