Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Terrain.collectDetailPatches

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var collectDetailPatches: bool;
public bool collectDetailPatches;

Description

Collect detail patches from memory.

By default the property value is true, meaning the detail patches in the Terrain will be removed from memory when not visible. If the property is set to false, the patches are kept in memory until the Terrain object is destroyed or the collectDetailPatches property is set to true. By setting the property to false all the detail patches for a given density will be initialized and kept in memory. Changing the density will recreate the patches.

Note that detail patches can use a large amount of memory, therefore this property when set to false can increase the memory usage of your application significantly.

The value is not serialized with Terrain component.

See Also: detailObjectDensity.

#pragma strict
function Start() {
	Terrain.activeTerrain.collectDetailPatches = false;
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Terrain.activeTerrain.collectDetailPatches = false; } }

Did you find this page useful? Please give it a rating: