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 | The active terrains in the scene. |
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 | Should terrain cast shadows?. |
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. |
editorRenderFlags | Controls what part of the terrain should be rendered. |
freeUnusedRenderingResources | Whether some per-camera rendering resources for the terrain should be freed after not being used for some frames. |
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 | The shininess value of the terrain. |
legacySpecular | The specular color of the terrain. |
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. |
patchBoundsMultiplier | Set the terrain bounding box scale. |
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. |
treeLODBiasMultiplier | The multiplier to the current LOD bias used for rendering LOD trees (i.e. SpeedTree trees). |
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 | Get the position of the terrain. |
GetSplatMaterialPropertyBlock | Get the previously set splat material properties by copying to the dest MaterialPropertyBlock object. |
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. |
SetSplatMaterialPropertyBlock | Set the additional material properties when rendering the terrain heightmap using the splat material. |
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 | The tag of this game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
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 | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does 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. |