Table of Contents

Class GTerrainData

Namespace
Pinwheel.Griffin
Assembly
Pinwheel.Polaris.Runtime.dll

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
Object
ScriptableObject
GTerrainData
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.name
Object.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)