Version: 2019.2
LanguageEnglish
  • C#

TerrainData

class in UnityEngine

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Inherits from:Object

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Implemented in:UnityEngine.TerrainModule

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Description

The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps.

The Terrain component links to the terrain data and renders it.

Static Properties

AlphamapTextureNameThe name for the Terrain alpha map textures.

Properties

alphamapHeightHeight of the alpha map.
alphamapLayersNumber of alpha map layers.
alphamapResolutionResolution of the alpha map.
alphamapTextureCountReturns the number of alphamap textures.
alphamapTexturesAlpha map textures used by the Terrain. Used by Terrain Inspector for undo.
alphamapWidthWidth of the alpha map.
baseMapResolutionResolution of the base map used for rendering far patches on the terrain.
boundsThe local bounding box of the TerrainData object.
detailHeightDetail height of the TerrainData.
detailPatchCountThe number of patches along a terrain tile edge. This is squared to make a grid of patches.
detailPrototypesContains the detail texture/meshes that the terrain has.
detailResolutionDetail Resolution of the TerrainData.
detailResolutionPerPatchDetail Resolution of each patch. A larger value will decrease the number of batches used by detail objects.
detailWidthDetail width of the TerrainData.
heightmapHeightHeight of the terrain in samples (Read Only).
heightmapResolutionResolution of the heightmap.
heightmapScaleThe size of each heightmap sample.
heightmapTextureReturns the heightmap texture.
heightmapWidthWidth of the terrain in samples (Read Only).
sizeThe total size in world units of the terrain.
terrainLayersRetrieves the terrain layers used by the current terrain.
thicknessThe thickness of the terrain used for collision detection.
treeInstanceCountReturns the number of tree instances.
treeInstancesContains the current trees placed in the terrain.
treePrototypesThe list of tree prototypes this are the ones available in the inspector.
wavingGrassAmountAmount of waving grass in the terrain.
wavingGrassSpeedSpeed of the waving grass.
wavingGrassStrengthStrength of the waving grass in the terrain.
wavingGrassTintColor of the waving grass that the terrain has.

Public Methods

CopyActiveRenderTextureToHeightmapCopies the specified part of the active RenderTexture to the Terrain heightmap texture.
CopyActiveRenderTextureToTextureCopies the specified part of the active RenderTexture to the Terrain texture.
DirtyHeightmapRegionMarks the specified part of the heightmap as dirty.
DirtyTextureRegionMarks the specified part of the Terrain texture as dirty.
GetAlphamapsReturns the alpha map at a position x, y given a width and height.
GetAlphamapTextureReturns the alphamap texture at the specified index.
GetDetailLayerReturns a 2D array of the detail object density in the specific location.
GetHeightGets the height at a certain point x,y.
GetHeightsGet an array of heightmap samples.
GetInterpolatedHeightGets an interpolated height at a point x,y. The x and y coordinates are clamped to [0, 1].
GetInterpolatedHeightsGets an array of terrain height values using the normalized x,y coordinates.
GetInterpolatedNormalGet an interpolated normal at a given location.
GetMaximumHeightErrorReturns an array of tesselation maximum height error values per renderable terrain patch. The returned array can be modified and passed to OverrideMaximumHeightError.
GetPatchMinMaxHeightsReturns an array of min max height values for all the renderable patches in a terrain. The returned array can be modified and then passed to OverrideMinMaxPatchHeights.
GetSteepnessGets the gradient of the terrain at point (x,y).
GetSupportedLayersReturns an array of all supported detail layer indices in the area.
GetTreeInstanceGet the tree instance at the specified index. It is used as a faster version of treeInstances[index] as this function doesn't create the entire tree instances array.
OverrideMaximumHeightErrorOverride the maximum tessellation height error with user provided values. Note that the overriden values get reset when the terrain resolution is changed and stays unchanged when the terrain heightmap is painted or changed via script.
OverrideMinMaxPatchHeightsOverride the minimum and maximum patch heights for every renderable terrain patch. Note that the overriden values get reset when the terrain resolution is changed and stays unchanged when the terrain heightmap is painted or changed via script.
RefreshPrototypesReloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object.
SetAlphamapsAssign all splat values in the given map area.
SetBaseMapDirtyMarks the terrain data as dirty to trigger an update of the terrain basemap texture.
SetDetailLayerSets the detail layer density map.
SetDetailResolutionSet the resolution of the detail map.
SetHeightsSet an array of heightmap samples.
SetHeightsDelayLODSet an array of heightmap samples.
SetTerrainLayersRegisterUndoThis function sets the terrainLayers property, and in addition, registers the action to the Editor's undo stack.
SetTreeInstanceSet the tree instance with new parameters at the specified index. However, TreeInstance.prototypeIndex and TreeInstance.position can not be changed otherwise an ArgumentException will be thrown.
SetTreeInstancesSets the Tree Instance array, and optionally snaps Trees onto the surface of the Terrain heightmap.
SyncHeightmapPerforms synchronization queued by previous calls to CopyActiveRenderTextureToHeightmap and DirtyHeightmapRegion, which makes the height data and LOD data used for tessellation up to date.
SyncTexturePerforms synchronization queued by previous calls to CopyActiveRenderTextureToAlphamap and DirtyAlphamapRegion, which makes CPU data of the alpha map textures up to date.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.