Version: 5.3 (switch to 5.4b)
IdiomaEnglish
  • C#
  • JS

Idioma de script

Selecciona tu lenguaje de programación favorito. Todos los fragmentos de código serán mostrados en este lenguaje.

Terrain

class in UnityEngine

/

Hereda de:Behaviour

Sugiere un cambio

¡Éxito!

Gracias por ayudarnos a mejorar la calidad de la documentación de Unity. A pesar de que no podemos aceptar todas las sugerencias, leemos cada cambio propuesto por nuestros usuarios y actualizaremos los que sean aplicables.

Cerrar

No se puedo enviar

Por alguna razón su cambio sugerido no pudo ser enviado. Por favor <a>intente nuevamente</a> en unos minutos. Gracias por tomarse un tiempo para ayudarnos a mejorar la calidad de la documentación de Unity.

Cerrar

Cancelar

Cambiar al Manual

Descripción

The Terrain component renders the terrain.

Variables Estáticas

activeTerrainThe active terrain. This is a convenience function to get to the main terrain in the scene.
activeTerrainsLos terrenos activos en la escena.

Variables

bakeLightProbesForTreesSpecifies if an array of internal light probes should be baked for terrain trees. Available only in editor.
basemapDistanceHeightmap patches beyond basemap distance will use a precomputed low res basemap.
castShadowsDebería el terreno emitir sombras?
collectDetailPatchesCollect Detail patches from memory.
detailObjectDensityDensity of detail objects.
detailObjectDistanceDetail objects will be displayed up to this distance.
drawHeightmapSpecify if terrain heightmap should be drawn.
drawTreesAndFoliageSpecify if terrain trees and details should be drawn.
heightmapMaximumLODLets you essentially lower the heightmap resolution used for rendering.
heightmapPixelErrorAn approximation of how many pixels the terrain will pop in the worst case when switching lod.
legacyShininessObtener la posición del terreno.
legacySpecularObtener la posición del terreno.
lightmapIndexThe index of the baked lightmap applied to this terrain.
lightmapScaleOffsetThe UV scale & offset used for a baked lightmap.
materialTemplateThe custom material used to render the terrain.
materialTypeThe type of the material used to render the terrain. Could be one of the built-in types or custom. See MaterialType.
realtimeLightmapIndexThe index of the realtime lightmap applied to this terrain.
realtimeLightmapScaleOffsetThe UV scale & offset used for a realtime lightmap.
reflectionProbeUsageHow reflection probes are used for terrain. See ReflectionProbeUsage.
terrainDataThe Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.
treeBillboardDistanceDistance from the camera where trees will be rendered as billboards only.
treeCrossFadeLengthTotal distance delta that trees will use to transition from billboard orientation to mesh orientation.
treeDistanceThe maximum distance at which trees are rendered.
treeMaximumFullLODCountMaximum number of trees rendered at full LOD.

Funciones Públicas

AddTreeInstanceAdds a tree instance to the terrain.
ApplyDelayedHeightmapModificationUpdate the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD.
FlushFlushes any change done in the terrain so it takes effect.
GetClosestReflectionProbesFills 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.
GetPositionObtener la posición del terreno.
SampleHeightSamples the height at the given position defined in world space, relative to the terrain space.
SetNeighborsLets you setup the connection between neighboring Terrains.

Funciones Estáticas

CreateTerrainGameObjectCreates a Terrain including collider from TerrainData.

Miembros heredados

Variables

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had enabled called.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagEl tag de este game object.
transformThe Transform attached to this GameObject (null if there is none attached).
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameEl nombre del objeto.

Funciones Públicas

BroadcastMessageLlama 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?
GetComponentDevuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageLlama al método denominado methodName en cada MonoBehaviour de este game object.
SendMessageUpwardsLlama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringDevuelve el nombre del objeto.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateDevuelve el nombre del objeto.

Operadores

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.