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Terrain

Namespace: UnityEngine

/

Inherits from: MonoBehaviour

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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.
activeTerrains The active terrains in the scene.

Variables

basemapDistance Heightmap patches beyond basemap distance will use a precomputed low res basemap.
castShadows Should terrain cast shadows?.
collectDetailPatches Collect Detail patches from memory.
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).
collider2D The Collider2D component attached to the object.
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).
rigidbody2D The Rigidbody2D that is attached to the Component's GameObject.
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.
GetComponentInParent Returns the component of Type type in the GameObject or any of its parents.
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.
GetComponentsInParent Returns all components of Type type in the GameObject or any of its parents.
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, then repeatedly every repeatRate 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 (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.

Messages

Awake Awake is called when the script instance is being loaded.
FixedUpdate This function is called every fixed framerate frame, if the MonoBehaviour is enabled.
LateUpdate LateUpdate is called every frame, if the Behaviour is enabled.
OnAnimatorIK Callback for setting up animation IK (inverse kinematics).
OnAnimatorMove Callback for processing animation movements for modifying root motion.
OnApplicationFocus Sent to all game objects when the player gets or loses focus.
OnApplicationPause Sent to all game objects when the player pauses.
OnApplicationQuit Sent to all game objects before the application is quit.
OnAudioFilterRead If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
OnBecameInvisible OnBecameInvisible is called when the renderer is no longer visible by any camera.
OnBecameVisible OnBecameVisible is called when the renderer became visible by any camera.
OnCollisionEnter OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionEnter2D Sent when an incoming collider makes contact with this object's collider (2D physics only).
OnCollisionExit OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionExit2D Sent when a collider on another object stops touching this object's collider (2D physics only).
OnCollisionStay OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnCollisionStay2D Sent each frame where a collider on another object is touching this object's collider (2D physics only).
OnConnectedToServer Called on the client when you have successfully connected to a server.
OnControllerColliderHit OnControllerColliderHit is called when the controller hits a collider while performing a Move.
OnDestroy This function is called when the MonoBehaviour will be destroyed.
OnDisable This function is called when the behaviour becomes disabled () or inactive.
OnDisconnectedFromServer Called on the client when the connection was lost or you disconnected from the server.
OnDrawGizmos Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
OnDrawGizmosSelected Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected.
OnEnable This function is called when the object becomes enabled and active.
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.
OnGUI OnGUI is called for rendering and handling GUI events.
OnJointBreak Called when a joint attached to the same game object broke.
OnLevelWasLoaded This function is called after a new level was loaded.
OnMasterServerEvent Called on clients or servers when reporting events from the MasterServer.
OnMouseDown OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
OnMouseDrag OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
OnMouseEnter OnMouseEnter is called when the mouse entered the GUIElement or Collider.
OnMouseExit OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider.
OnMouseOver OnMouseOver is called every frame while the mouse is 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.
OnNetworkInstantiate Called on objects which have been network instantiated with Network.Instantiate.
OnParticleCollision OnParticleCollision is called when a particle hits a collider.
OnPlayerConnected Called on the server whenever a new player has successfully connected.
OnPlayerDisconnected Called on the server whenever a player disconnected from the server.
OnPostRender OnPostRender is called after a camera finished rendering the scene.
OnPreCull OnPreCull is called before a camera culls the scene.
OnPreRender OnPreRender is called before a camera starts rendering the scene.
OnRenderImage OnRenderImage is called after all rendering is complete to render image.
OnRenderObject OnRenderObject is called after camera has rendered the scene.
OnSerializeNetworkView Used to customize synchronization of variables in a script watched by a network view.
OnServerInitialized Called on the server whenever a Network.InitializeServer was invoked and has completed.
OnTriggerEnter OnTriggerEnter is called when the Collider other enters the trigger.
OnTriggerEnter2D Sent when another object enters a trigger collider attached to this object (2D physics only).
OnTriggerExit OnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerExit2D Sent when another object leaves a trigger collider attached to this object (2D physics only).
OnTriggerStay OnTriggerStay is called once per frame for every Collider other that is touching the trigger.
OnTriggerStay2D Sent each frame where another object is within a trigger collider attached to this object (2D physics only).
OnValidate This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
OnWillRenderObject OnWillRenderObject is called once for each camera if the object is visible.
Reset Reset to default values.
Start Start is called on the frame when a script is enabled just before any of the Update methods is called the first time.
Update Update is called every frame, if the MonoBehaviour is enabled.