Indicate the types of changes to the terrain in OnTerrainChanged callback.
Use bitwise AND to detect multiple changes.
The above example shows how you can detect terrain changes by using OnTerrainChanged callback and TerrainChangedFlags enum.
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"); } } }
| Property | Description |
|---|---|
| Heightmap | Indicates a change to the heightmap data. |
| TreeInstances | Indicates a change to the tree data. |
| DelayedHeightmapUpdate | Indicates a change to the heightmap data without computing LOD. |
| FlushEverythingImmediately | Indicates that a change was made to the terrain that was so significant that the internal rendering data need to be flushed and recreated. |
| RemoveDirtyDetailsImmediately | Indicates a change to the detail data. |
| HeightmapResolution | Indicates a change to the heightmap resolution. |
| Holes | Indicates a change to the Terrain holes data. |
| DelayedHolesUpdate | Indicates a change to the Terrain holes data, which doesn't include LOD calculations and tree/vegetation updates. |
| WillBeDestroyed | Indicates that the TerrainData object is about to be destroyed. |