The Terrain component renders the terrain.
activeTerrain | The active terrain. This is a convenience function to get to the main terrain in the scene. |
activeTerrains | Los terrenos activos en la escena. |
bakeLightProbesForTrees | Specifies if an array of internal light probes should be baked for terrain trees. Available only in editor. |
basemapDistance | Heightmap patches beyond basemap distance will use a precomputed low res basemap. |
castShadows | Debería el terreno emitir sombras? |
collectDetailPatches | Collect detail patches from memory. |
detailObjectDensity | Density of detail objects. |
detailObjectDistance | Detail objects will be displayed up to this distance. |
drawHeightmap | Specify if terrain heightmap should be drawn. |
drawTreesAndFoliage | Specify if terrain trees and details should be drawn. |
editorRenderFlags | Controls what part of the terrain should be rendered. |
freeUnusedRenderingResources | Whether some per-camera rendering resources for the terrain should be freed after not being used for some frames. |
heightmapMaximumLOD | Lets you essentially lower the heightmap resolution used for rendering. |
heightmapPixelError | An approximation of how many pixels the terrain will pop in the worst case when switching lod. |
legacyShininess | Obtener la posición del terreno. |
legacySpecular | Obtener la posición del terreno. |
lightmapIndex | The index of the baked lightmap applied to this terrain. |
lightmapScaleOffset | The UV scale & offset used for a baked lightmap. |
materialTemplate | The custom material used to render the terrain. |
materialType | The type of the material used to render the terrain. Could be one of the built-in types or custom. See MaterialType. |
patchBoundsMultiplier | Set the terrain bounding box scale. |
preserveTreePrototypeLayers | Allows you to specify how Unity chooses the layer for tree instances. |
realtimeLightmapIndex | The index of the realtime lightmap applied to this terrain. |
realtimeLightmapScaleOffset | La escala UV y desfase utilizados para un lightmap en tiempo real. |
reflectionProbeUsage | How reflection probes are used for terrain. See ReflectionProbeUsage. |
terrainData | The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees. |
treeBillboardDistance | Distance from the camera where trees will be rendered as billboards only. |
treeCrossFadeLength | Total distance delta that trees will use to transition from billboard orientation to mesh orientation. |
treeDistance | The maximum distance at which trees are rendered. |
treeLODBiasMultiplier | The multiplier to the current LOD bias used for rendering LOD trees (i.e. SpeedTree trees). |
treeMaximumFullLODCount | Maximum number of trees rendered at full LOD. |
AddTreeInstance | Adds a tree instance to the terrain. |
ApplyDelayedHeightmapModification | Update the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD. |
Flush | Flushes any change done in the terrain so it takes effect. |
GetClosestReflectionProbes | Fills 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. |
GetPosition | Obtener la posición del terreno. |
GetSplatMaterialPropertyBlock | Get the previously set splat material properties by copying to the dest MaterialPropertyBlock object. |
SampleHeight | Samples the height at the given position defined in world space, relative to the terrain space. |
SetNeighbors | Lets you setup the connection between neighboring Terrains. |
SetSplatMaterialPropertyBlock | Set the additional material properties when rendering the terrain heightmap using the splat material. |
CreateTerrainGameObject | Creates a Terrain including collider from TerrainData. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | El game object que tiene este componente adjunto. Un componente siempre está adjunto a un game object. |
tag | El tag de este game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | El nombre del objeto. |
BroadcastMessage | Llama 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? |
GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
GetComponentInChildren | Retorna el componente de tipo type en el GameObject o cualquiera de sus hijos utilizando depth first search (busqueda de profundidad). |
GetComponentInParent | Retorna el componente de tipo type en el GameObject o cualquiera de sus padres. |
GetComponents | Retorna todos los componentes de tipo type en el GameObject. |
GetComponentsInChildren | Retorna todos los componentes de tipo type en el GameObject o cualquiera de sus hijo. |
GetComponentsInParent | Retorna todos los componentes de tipo type en el GameObject o cualquiera de sus padres. |
SendMessage | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the GameObject. |
Destroy | Elimina un gameobject, componente o asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
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. |