Legacy Documentation: Version 5.2
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

TerrainData.SetHeights

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public function SetHeights(xBase: int, yBase: int, heights: float[,]): void;
public void SetHeights(int xBase, int yBase, float[,] heights);

Parameters

xBase First x index of heightmap samples to set.
yBase First y index of heightmap samples to set.
heights Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]).

Description

Set an array of heightmap samples.

Sets heightmap data using a two dimensional array of heightmap samples. The samples are represented as float values ranging from 0 to 1. The area affected is defined by the array dimensions and starts at xBase and yBase. The heights array is indexed as [y,x].

This method recomputes all the LOD and vegetation information for the terrain on each call, which can be computationally expensive. In interactive editing scenarios, it may be better to call TerrainData.SetHeightsDelayLOD instead, followed by Terrain.ApplyDelayedHeightmapModification when the user completes an editing action.