terrain

关于Terrain.activeTerrain的提问??
由 cartoonboy 于 星期二, 06/01/2010 - 17:48 发表我把var terrainHeights = Terrain.activeTerrain.terrainData.GetHeights( 0, 0, xPolyDivision, zPolyDivision);
改为var terrainHeights = GetComponent(Terrain).terrainData.GetHeights( 0, 0, xPolyDivision, zPolyDivision);
这句报错:terrainHeights[i,j] = hit.point.y/Terrain.activeTerrain.terrainData.size.y;
不明白是什么原因。为什么用activeTerrain就可以呢?? 当我在场景中创建一个Terrain时,还不都是指向同一个Terrain吗??请高手指教!!
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用程序生成地形
由 u8 于 星期一, 04/12/2010 - 17:39 发表看来在unity3d中制作地形的方法有多了一种,那就是直接用一段程序来生成地形,这个好像很方便,不过本机测试时,导入作者提供的资源包,却没成功,不知是什么原因。有兴趣的朋友可以试试!
So I’ve been working on a simple procedural terrain script in the Unity engine. It currently defines a 2D array of floats, then assigns random values within a certain range. I then call a function that adds rows and collumns between the existing data points, generating midpoints. These midpoints are then given a new value based on the average of the two points on either side with an added noise value.
unity3d 地形工具放出
由 uke 于 星期二, 03/02/2010 - 09:28 发表- uke's blog
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