The Terrain component renders the terrain.
terrainData |
The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees. |
treeDistance |
The maximum distance at which trees are rendered |
treeBillboardDistance |
Distance from the camera where trees will be rendered as billboards only. |
treeCrossFadeLength |
Total distance delta that trees will use to transition from billboard orientation to mesh orientation. |
treeMaximumFullLODCount |
Maximum number of trees rendered at full LOD. |
detailObjectDistance |
Detail objects will be displayed up to this distance. |
detailObjectDensity |
Density of detail objects. |
heightmapPixelError |
An approximation of how many pixels the terrain will pop in the worst case when switching lod. |
heightmapMaximumLOD |
Lets you essentially lower the heightmap resolution used for rendering |
basemapDistance |
Heightmap patches beyond basemap distance will use a precomputed low res basemap. |
lightmapIndex |
The index of the lightmap applied to this renderer. |
castShadows |
Should terrain cast shadows?. |
materialTemplate |
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editorRenderFlags |
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SampleHeight |
Samples the height at the given position defined in world space, relative to the terrain space. |
AddTreeInstance |
Adds a tree instance to the terrain |
SetNeighbors |
Lets you setup the connection between neighboring Terrains. |
GetPosition |
Get the position of the terrain |
Flush |
Flushes any change done in the terrain so it takes effect. |
activeTerrain |
The active terrain. This is a convenience function to get to the main terrain in the scene. |
CreateTerrainGameObject |
Creates a Terrain including collider from TerrainData |
useGUILayout |
Disabling this lets you skip the GUI layout phase. |
enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
light |
The Light attached to this GameObject (null if there is none attached). |
animation |
The Animation attached to this GameObject (null if there is none attached). |
constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
collider |
The Collider attached to this GameObject (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
gameObject |
The game object this component is attached to. A component is always attached to a game object. |
tag |
The tag of this game object. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
Invoke |
Invokes the method methodName in time seconds. |
InvokeRepeating |
Invokes the method methodName in time seconds. |
CancelInvoke |
Cancels all Invoke calls on this MonoBehaviour. |
IsInvoking |
Is any invoke on methodName pending? |
StartCoroutine |
Starts a coroutine. |
StopCoroutine |
Stops all coroutines named methodName running on this behaviour. |
StopAllCoroutines |
Stops all coroutines running on this behaviour. |
GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
GetComponents |
Returns all components of Type type in the GameObject. |
CompareTag |
Is this game object tagged tag? |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
Update |
Update is called every frame, if the MonoBehaviour is enabled. |
LateUpdate |
LateUpdate is called every frame, if the Behaviour is enabled. |
FixedUpdate |
This function is called every fixed framerate frame, if the MonoBehaviour is enabled. |
Awake |
Awake is called when the script instance is being loaded. |
Start |
Start is called just before any of the Update methods is called the first time. |
Reset |
Reset to default values. |
OnMouseEnter |
OnMouseEnter is called when the mouse entered the GUIElement or Collider. |
OnMouseOver |
OnMouseOver is called every frame while the mouse is over the GUIElement or Collider. |
OnMouseExit |
OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider. |
OnMouseDown |
OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. |
OnMouseUp |
OnMouseUp is called when the user has released the mouse button. |
OnMouseUpAsButton |
OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. |
OnMouseDrag |
OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
OnTriggerEnter |
OnTriggerEnter is called when the Collider other enters the trigger. |
OnTriggerExit |
OnTriggerExit is called when the Collider other has stopped touching the trigger. |
OnTriggerStay |
OnTriggerStay is called once per frame for every Collider other that is touching the trigger. |
OnCollisionEnter |
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
OnCollisionExit |
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
OnCollisionStay |
OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
OnControllerColliderHit |
OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
OnJointBreak |
Called when a joint attached to the same game object broke. |
OnParticleCollision |
OnParticleCollision is called when a particle hits a collider (legacy particle system only). |
OnBecameVisible |
OnBecameVisible is called when the renderer became visible by any camera. |
OnBecameInvisible |
OnBecameInvisible is called when the renderer is no longer visible by any camera. |
OnLevelWasLoaded |
This function is called after a new level was loaded. |
OnEnable |
This function is called when the object becomes enabled and active. |
OnDisable |
This function is called when the behaviour becomes disabled () or inactive. |
OnDestroy |
This function is called when the MonoBehaviour will be destroyed. |
OnPreCull |
OnPreCull is called before a camera culls the scene. |
OnPreRender |
OnPreRender is called before a camera starts rendering the scene. |
OnPostRender |
OnPostRender is called after a camera finished rendering the scene. |
OnRenderObject |
OnRenderObject is called after camera has rendered the scene. |
OnWillRenderObject |
OnWillRenderObject is called once for each camera if the object is visible. |
OnGUI |
OnGUI is called for rendering and handling GUI events. |
OnRenderImage |
OnRenderImage is called after all rendering is complete to render image |
OnDrawGizmosSelected |
Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected. |
OnDrawGizmos |
Implement this OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
OnApplicationPause |
Sent to all game objects when the player pauses. |
OnApplicationFocus |
Sent to all game objects when the player gets or looses focus. |
OnApplicationQuit |
Sent to all game objects before the application is quit. |
OnPlayerConnected |
Called on the server whenever a new player has successfully connected. |
OnServerInitialized |
Called on the server whenever a Network.InitializeServer was invoked and has completed. |
OnConnectedToServer |
Called on the client when you have successfully connected to a server |
OnPlayerDisconnected |
Called on the server whenever a player disconnected from the server. |
OnDisconnectedFromServer |
Called on the client when the connection was lost or you disconnected from the server. |
OnFailedToConnect |
Called on the client when a connection attempt fails for some reason. |
OnFailedToConnectToMasterServer |
Called on clients or servers when there is a problem connecting to the MasterServer. |
OnMasterServerEvent |
Called on clients or servers when reporting events from the MasterServer. |
OnNetworkInstantiate |
Called on objects which have been network instantiated with Network.Instantiate |
OnSerializeNetworkView |
Used to customize synchronization of variables in a script watched by a network view. |
OnAudioFilterRead |
If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
OnAnimatorMove |
Callback for processing animation movements for modifying root motion. |
OnAnimatorIK |
Callback for setting up animation IK (inverse kinematics) |
Logs message to the Unity Console. This function is identical to Debug.Log. | |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |