Version: 2021.1
LanguageEnglish
  • C#

TerrainData.DirtyTextureRegion

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public void DirtyTextureRegion(string textureName, RectInt region, bool allowDelayedCPUSync);

Parameters

textureName The name of the Terrain texture.
region The rectangular region to mark as dirty.
allowDelayedCPUSync Specifies whether to allow delayed CPU synchronization of the texture.

Description

Marks the specified part of the Terrain texture as dirty.

Use this function only after you manually change the GPU part of the Terrain texture, such as by using Graphics.CopyTexture. Set the allowDelayedCPUSync parameter to true if you want Unity to perform immediate synchronization of the CPU part. If you set it to false, Unity queues the reading back of the dirty region until the next call to SyncTexture.

If the current active RenderTexture contains your changes, and you want to copy a part of it into the Terrain texture, use CopyActiveRenderTextureToTexture instead.