Class TerrainSeal
Keeps manual terrain edits inside a polygonal region when Vista regenerates the surrounding terrain.
[ExecuteInEditMode]
[AddComponentMenu("Vista/Terrain Seal")]
public class TerrainSeal : MonoBehaviour, IPolygonalArea
- Inheritance
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ObjectComponentBehaviourMonoBehaviourTerrainSeal
- Implements
- Inherited Members
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MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.transformComponent.gameObjectComponent.tagObject.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.InstantiateAsync<T>(T, InstantiateParameters)Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)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
Remarks
Place the Seal around the region you want to edit, keep the work fully inside its hard boundary, and regenerate normally. Vista preserves supported terrain data automatically; no manual capture step is required.
Properties
- allInstances
Gets all enabled Terrain Seals currently registered in loaded scenes.
- anchors
Gets or sets the local-space anchor points that outline the region protected by this Seal.
- worldBounds
Gets the world-space axis-aligned bounds enclosing the Seal polygon.
Methods
- IsOverlap(Bounds)
Determines whether the Seal polygon overlaps the horizontal area of the supplied world-space bounds.
- Reset()
Resets the protected region to a 1,000-by-1,000-unit local-space square centered on this transform.