Version: 2017.3

Terrain

class in UnityEngine

/

Hereda de:Behaviour

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Descripción

The Terrain component renders the terrain.

Variables Estáticas

activeTerrainThe active terrain. This is a convenience function to get to the main terrain in the scene.
activeTerrainsLos terrenos activos en la escena.

Variables

bakeLightProbesForTreesSpecifies if an array of internal light probes should be baked for terrain trees. Available only in editor.
basemapDistanceHeightmap patches beyond basemap distance will use a precomputed low res basemap.
castShadowsDebería el terreno emitir sombras?
collectDetailPatchesCollect detail patches from memory.
detailObjectDensityDensity of detail objects.
detailObjectDistanceDetail objects will be displayed up to this distance.
drawHeightmapSpecify if terrain heightmap should be drawn.
drawTreesAndFoliageSpecify if terrain trees and details should be drawn.
editorRenderFlagsControls what part of the terrain should be rendered.
freeUnusedRenderingResourcesWhether some per-camera rendering resources for the terrain should be freed after not being used for some frames.
heightmapMaximumLODLets you essentially lower the heightmap resolution used for rendering.
heightmapPixelErrorAn approximation of how many pixels the terrain will pop in the worst case when switching lod.
legacyShininessObtener la posición del terreno.
legacySpecularObtener la posición del terreno.
lightmapIndexThe index of the baked lightmap applied to this terrain.
lightmapScaleOffsetThe UV scale & offset used for a baked lightmap.
materialTemplateThe custom material used to render the terrain.
materialTypeThe type of the material used to render the terrain. Could be one of the built-in types or custom. See MaterialType.
patchBoundsMultiplierSet the terrain bounding box scale.
realtimeLightmapIndexThe index of the realtime lightmap applied to this terrain.
realtimeLightmapScaleOffsetLa escala UV y desfase utilizados para un lightmap en tiempo real.
reflectionProbeUsageHow reflection probes are used for terrain. See ReflectionProbeUsage.
terrainDataThe Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.
treeBillboardDistanceDistance from the camera where trees will be rendered as billboards only.
treeCrossFadeLengthTotal distance delta that trees will use to transition from billboard orientation to mesh orientation.
treeDistanceThe maximum distance at which trees are rendered.
treeLODBiasMultiplierThe multiplier to the current LOD bias used for rendering LOD trees (i.e. SpeedTree trees).
treeMaximumFullLODCountMaximum number of trees rendered at full LOD.

Funciones Públicas

AddTreeInstanceAdds a tree instance to the terrain.
ApplyDelayedHeightmapModificationUpdate the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD.
FlushFlushes any change done in the terrain so it takes effect.
GetClosestReflectionProbesFills the list with reflection probes whose AABB intersects with terrain's AABB. Their weights are also provided. Weight shows how much influence the probe has on the terrain, and is used when the blending between multiple reflection probes occurs.
GetPositionObtener la posición del terreno.
GetSplatMaterialPropertyBlockGet the previously set splat material properties by copying to the dest MaterialPropertyBlock object.
SampleHeightSamples the height at the given position defined in world space, relative to the terrain space.
SetNeighborsLets you setup the connection between neighboring Terrains.
SetSplatMaterialPropertyBlockSet the additional material properties when rendering the terrain heightmap using the splat material.

Funciones Estáticas

CreateTerrainGameObjectCreates a Terrain including collider from TerrainData.

Miembros heredados

Variables

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had enabled called.
gameObjectEl game object que tiene este componente adjunto. Un componente siempre está adjunto a un game object.
tagEl tag de este game object.
transformThe Transform attached to this GameObject.
hideFlags¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario?
nameEl nombre del objeto.

Funciones Públicas

BroadcastMessageLlama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos.
CompareTag¿Este game object está etiquetado con tag?
GetComponentDevuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene.
GetComponentInChildrenRetorna el componente de tipo type en el GameObject o cualquiera de sus hijos utilizando depth first search (busqueda de profundidad).
GetComponentInParentRetorna el componente de tipo type en el GameObject o cualquiera de sus padres.
GetComponentsRetorna todos los componentes de tipo type en el GameObject.
GetComponentsInChildrenRetorna todos los componentes de tipo type en el GameObject o cualquiera de sus hijo.
GetComponentsInParentRetorna todos los componentes de tipo type en el GameObject o cualquiera de sus padres.
SendMessageLlama al método denominado methodName en cada MonoBehaviour de este game object.
SendMessageUpwardsLlama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour.
GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the GameObject.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadHace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateClona el objeto original y devuelve el clon.

Operadores

bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.