The Terrain component renders the terrain.
| activeTerrain | The active terrain. This is a convenience function to get to the main terrain in the scene. |
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| basemapDistance | Heightmap patches beyond basemap distance will use a precomputed low res basemap. |
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| 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. |
| AddTreeInstance | Adds a tree instance to the terrain. |
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| 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. |
| CreateTerrainGameObject | Creates a Terrain including collider from TerrainData. |
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| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
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| 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. |
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
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| 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. |
| 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. |
| bool | Does the object exist? |
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| operator != | Compares if two objects refer to a different object. |
| operator == | Compares if two objects refer to the same. |