Terrain
Description

The Terrain component renders the terrain.

Static Variables
activeTerrain The active terrain. This is a convenience function to get to the main terrain in the scene.
Variables
basemapDistance Heightmap patches beyond basemap distance will use a precomputed low res basemap.
castShadows Should terrain cast shadows?.
detailObjectDensity Density of detail objects.
detailObjectDistance Detail objects will be displayed up to this distance.
heightmapMaximumLOD Lets you essentially lower the heightmap resolution used for rendering.
heightmapPixelError An approximation of how many pixels the terrain will pop in the worst case when switching lod.
lightmapIndex The index of the lightmap applied to this renderer.
terrainData The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.
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.
treeDistance The maximum distance at which trees are rendered.
treeMaximumFullLODCount Maximum number of trees rendered at full LOD.
Functions
AddTreeInstance Adds a tree instance to the terrain.
Flush Flushes any change done in the terrain so it takes effect.
GetPosition Get the position of the terrain.
SampleHeight Samples the height at the given position defined in world space, relative to the terrain space.
SetNeighbors Lets you setup the connection between neighboring Terrains.
Static Functions
CreateTerrainGameObject Creates a Terrain including collider from TerrainData.
Inherited members
Variables
enabled Enabled Behaviours are Updated, disabled Behaviours are not.
animation The Animation attached to this GameObject (null if there is none attached).
audio The AudioSource attached to this GameObject (null if there is none attached).
camera The Camera attached to this GameObject (null if there is none attached).
collider The Collider attached to this GameObject (null if there is none attached).
constantForce The ConstantForce 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.
guiText The GUIText attached to this GameObject (null if there is none attached).
guiTexture The GUITexture attached to this GameObject (Read Only). (null if there is none attached).
hingeJoint The HingeJoint attached to this GameObject (null if there is none attached).
light The Light 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).
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).
renderer The Renderer attached to this GameObject (null if there is none attached).
rigidbody The Rigidbody attached to this GameObject (null if there is none attached).
tag The tag of this game object.
transform The Transform attached to this GameObject (null if there is none attached).
useGUILayout Disabling this lets you skip the GUI layout phase.
hideFlags Should the object be hidden, saved with the scene or modifiable by the user?
name The name of the object.
Functions
BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTag Is this game object tagged with tag?
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.
GetComponents Returns all components of Type type in the GameObject.
GetComponentsInChildren Returns all components of Type type in the GameObject or any of its children.
SendMessage Calls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwards Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
CancelInvoke Cancels all Invoke calls on this MonoBehaviour.
Invoke Invokes the method methodName in time seconds.
InvokeRepeating Invokes the method methodName in time seconds.
IsInvoking Is any invoke on methodName pending?
StartCoroutine Starts a coroutine.
StopAllCoroutines Stops all coroutines running on this behaviour.
StopCoroutine Stops all coroutines named methodName running on this behaviour.
GetInstanceID Returns the instance id of the object.
ToString Returns the name of the game object.
Static Functions
print Logs message to the Unity Console. This function is identical to Debug.Log.
Destroy Removes a gameobject, component or asset.
DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoad Makes the object target not be destroyed automatically when loading a new scene.
FindObjectOfType Returns the first active loaded object of Type type.
FindObjectsOfType Returns a list of all active loaded objects of Type type.
Instantiate Clones the object original and returns the clone.
Operators
bool Does the object exist?
operator != Compares if two objects refer to a different object.
operator == Compares if two objects refer to the same.