terrain

cartoonboy 的头像

关于Terrain.activeTerrain的提问??

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!!

u8 的头像

用程序生成地形

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.

uke 的头像

unity3d 地形工具放出

terrain toolkit for unity 3d released