Version: 2023.1
언어: 한국어

Terrain

class in UnityEngine

/

다음으로부터 상속:Behaviour

매뉴얼로 전환

설명

The Terrain component renders the terrain.

정적 변수

activeTerrainThe active Terrain. This is a convenient function to get to the main Terrain in the Scene.
activeTerrainsThe active terrains in the Scene.
compressedHolesFormatGraphics format of the Terrain holes Texture when it is compressed.
compressedHolesTextureFormatTexture format of the Terrain holes Texture when it is compressed.
heightmapFormatGraphics format of the Terrain heightmap.
heightmapRenderTextureFormatRenderTextureFormat of the terrain heightmap.
holesFormatGraphics format of the Terrain holes Texture when it is not compressed.
holesRenderTextureFormatRender texture format of the Terrain holes Texture.
normalmapFormatGraphics format of the Terrain normal map texture.
normalmapRenderTextureFormatRender texture format of the Terrain normal map texture.
normalmapTextureFormatTexture format of the Terrain normal map texture.

변수

allowAutoConnectSpecifies if the terrain tile will be automatically connected to adjacent tiles.
bakeLightProbesForTreesWhether to bake an array of internal light probes for Tree Editor trees (Editor only).
basemapDistanceHeightmap patches beyond basemap distance will use a precomputed low res basemap.
bottomNeighborTerrain bottom neighbor.
collectDetailPatchesCollect detail patches from memory.
deringLightProbesForTreesRemoves ringing from light probes on Tree Editor trees (Editor only).
detailObjectDensityDensity of detail objects.
detailObjectDistanceDetail objects will be displayed up to this distance.
drawHeightmapIndicates whether Unity draws the Terrain geometry itself.
drawInstancedSet to true to enable the terrain instance renderer. The default value is false.
drawTreesAndFoliageSpecify if terrain trees and details should be drawn.
editorRenderFlagsControls what part of the terrain should be rendered.
enableHeightmapRayTracingWhen this options is enabled, Terrain heightmap geometries will be added in acceleration structures used for Ray Tracing.
groupingIDGrouping ID for auto connect.
heightmapMaximumLODLimits the maximum resolution the terrain can be rendered at.
heightmapMinimumLODSimplificationLimits how simplified the rendered terrain can be.
heightmapPixelErrorAn approximation of how many pixels the terrain will pop in the worst case when switching lod.
ignoreQualitySettingsWhen enabled, the terrain ignores the terrain overrides set in the QualitySettings.
keepUnusedRenderingResourcesDefines whether Unity frees per-Camera rendering resources for the Terrain when those resources aren't in use after a certain number of frames.
leftNeighborThe Terrain tile to the left, which is in the negative X direction.
lightmapIndexThe index of the baked lightmap applied to this terrain.
lightmapScaleOffsetThe UV scale & offset used for a baked lightmap.
materialTemplateThe custom material Unity uses to render the Terrain.
normalmapTextureReturns the normal map texture computed from sampling the heightmap. It is only used when terrain is rendered using instancing.
patchBoundsMultiplierSet the terrain bounding box scale.
preserveTreePrototypeLayersAllows you to specify how Unity chooses the layer for tree instances.
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.
renderingLayerMaskDetermines which rendering layers the Terrain renderer lives on.
rightNeighborThe Terrain tile to the left, which is in the positive X direction.
shadowCastingModeAllows you to set the shadow casting mode for the terrain.
terrainDataThe Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.
topNeighborTerrain top neighbor.
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.
treeLODBiasMultiplierThe multiplier to the current LOD bias used for rendering LOD trees (i.e. SpeedTree trees).
treeMaximumFullLODCountMaximum number of trees rendered at full LOD.
treeMotionVectorModeOverrideThe motion vector rendering mode for all SpeedTree models painted on the terrain.

Public 함수

AddTreeInstanceAdds a tree instance to the terrain.
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.
GetKeepUnusedCameraRenderingResources
GetPositionGet the position of the terrain.
GetSplatMaterialPropertyBlockGet the previously set splat material properties by copying to the dest MaterialPropertyBlock object.
SampleHeightSamples the height at the given position defined in world space, relative to the Terrain space.
SetKeepUnusedCameraRenderingResourcesDefines whether Unity cleans up rendering resources for a given Camera during garbage collection.
SetNeighborsLets you set up the connection between neighboring Terrain tiles. This ensures LOD matches up on neighboring Terrain tiles.
SetSplatMaterialPropertyBlockSet the additional material properties when rendering the terrain heightmap using the splat material.

정적 함수

CreateTerrainGameObjectCreates a Terrain including collider from TerrainData.
GetActiveTerrainsPopulates a List of Terrains with the active Terrains in the Scene.
SetConnectivityDirtyMarks the current connectivity status as invalid.

상속된 멤버

변수

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public 함수

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

정적 함수

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.