Class GTerrainData
The main asset type containing all settings that describe a low poly terrain. Instantiate this using Polaris.CreateAndInitTerrainData()
[CreateAssetMenu(fileName = "Terrain Data", menuName = "Polaris/Terrain Data")]
public class GTerrainData : ScriptableObject
- Inheritance
-
ObjectScriptableObjectGTerrainData
- Inherited Members
-
ScriptableObject.SetDirty()ScriptableObject.CreateInstance<T>()Object.GetInstanceID()Object.GetHashCode()Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Properties
- Foliage
Reference to the sub container contains foliage info, prototypes, instances list, snap settings, etc.
- Geometry
Reference to the sub container contains terrain dimension, mesh settings, height map, etc.
- GeometryData
Reference to the sub container contains all terrain surface meshes.
- Id
An id assigned to this object.
- Mask
Reference to a sub container contains utility mask for tooling.
- Rendering
Reference to the sub container contains rendering settings such as shadow, render distance, foliage LODs, etc.
- Shading
Reference to the sub container contains terrain textures, material and material properties settings.
Methods
- CopyTo(GTerrainData)
Copy nummeric settings from one terrain data to other. Note that it doesn't copy textures and foliage instances.
- SetDirty(DirtyFlags)
Mark this data as dirty (modified) for asset file saving as well as performing related actions after modification. For example, SetDirty(DirtyFlags.Geometry) -> terrain object will also regenerate surface meshes.
Events
- Dirty
An event raised when this terrain was marked dirty (modified)
- GlobalDirty
An event raised when some terrain was marked as dirty (modified)