Legacy Documentation: Version 5.5
LanguageEnglish
  • C#
  • JS

Script language

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

TerrainChangedFlags

enumeration

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

Submission failed

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

Close

Cancel

Description

Indicate the types of changes to the terrain in OnTerrainChanged callback.

Use bitwise AND to detect multiple changes.

#pragma strict
@ExecuteInEditMode
public class DetectTerrainChanges extends MonoBehaviour {
	function OnTerrainChanged(flags: TerrainChangedFlags) {
		if ((flags & TerrainChangedFlags.Heightmap) != 0) {
			Debug.Log("Heightmap changes");
		}
		if ((flags & TerrainChangedFlags.DelayedHeightmapUpdate) != 0) {
			Debug.Log("Heightmap painting");
		}
		if ((flags & TerrainChangedFlags.TreeInstances) != 0) {
			Debug.Log("Tree changes");
		}
	}
}
using UnityEngine;

[ExecuteInEditMode] public class DetectTerrainChanges : MonoBehaviour { void OnTerrainChanged(TerrainChangedFlags flags) { if ((flags & TerrainChangedFlags.Heightmap) != 0) { Debug.Log("Heightmap changes"); }

if ((flags & TerrainChangedFlags.DelayedHeightmapUpdate) != 0) { Debug.Log("Heightmap painting"); }

if ((flags & TerrainChangedFlags.TreeInstances) != 0) { Debug.Log("Tree changes"); } } }

The above example shows how you can detect terrain changes by using OnTerrainChanged callback and TerrainChangedFlags enum.

Variables

HeightmapIndicates a change to the heightmap data.
TreeInstancesIndicates a change to the tree data.
DelayedHeightmapUpdateIndicates a change to the heightmap data without computing LOD.
FlushEverythingImmediatelyIndicates that a change was made to the terrain that was so significant that the internal rendering data need to be flushed and recreated.
RemoveDirtyDetailsImmediatelyIndicates a change to the detail data.
WillBeDestroyedIndicates that the TerrainData object is about to be destroyed.