The Terrain component renders the terrain.
activeTerrain | The active terrain. This is a convenience function to get to the main terrain in the scene. |
activeTerrains | Los terrenos activos en la escena. |
bakeLightProbesForTrees | Specifies if an array of internal light probes should be baked for terrain trees. Available only in editor. |
basemapDistance | Heightmap patches beyond basemap distance will use a precomputed low res basemap. |
castShadows | Debería el terreno emitir sombras? |
collectDetailPatches | Collect Detail patches from memory. |
detailObjectDensity | Density of detail objects. |
detailObjectDistance | Detail objects will be displayed up to this distance. |
drawHeightmap | Specify if terrain heightmap should be drawn. |
drawTreesAndFoliage | Specify if terrain trees and details should be drawn. |
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. |
legacyShininess | Obtener la posición del terreno. |
legacySpecular | Obtener la posición del terreno. |
lightmapIndex | The index of the baked lightmap applied to this terrain. |
lightmapScaleOffset | The UV scale & offset used for a baked lightmap. |
materialTemplate | The custom material used to render the terrain. |
materialType | The type of the material used to render the terrain. Could be one of the built-in types or custom. See MaterialType. |
realtimeLightmapIndex | The index of the realtime lightmap applied to this terrain. |
realtimeLightmapScaleOffset | The UV scale & offset used for a realtime lightmap. |
reflectionProbeUsage | How reflection probes are used for terrain. See ReflectionProbeUsage. |
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. |
ApplyDelayedHeightmapModification | Update the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD. |
Flush | Flushes any change done in the terrain so it takes effect. |
GetClosestReflectionProbes | Fills the list with reflection probes whose AABB intersects with terrain's AABB. Their weights are also provided. Weight shows how much influence the probe has on the terrain, and is used when the blending between multiple reflection probes occurs. |
GetPosition | Obtener la posición del terreno. |
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. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | El tag de este game object. |
transform | The Transform attached to this GameObject (null if there is none attached). |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | El nombre del objeto. |
BroadcastMessage | Llama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos. |
CompareTag | ¿Este game object está etiquetado con tag? |
GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
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 | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Devuelve el nombre del objeto. |
Destroy | Elimina un gameobject, componente o 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 | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Devuelve el nombre del objeto. |
bool | ¿Existe el objeto? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |