Created
July 18, 2024 12:06
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Function to make a new TerrainData and assign it to a selected Terrain GameObject.
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//Two editor functions you can put wherever you like | |
public void CreateTerrainData() | |
{ | |
//get the selected terrain gameobject | |
//create a terrain asset in the folder selected in the project view | |
//name the terrain data the same as the gameobject | |
//assign the terraindata to the terrain and the terraincollider | |
var t = Selection.activeGameObject.GetComponent<Terrain>(); | |
if (t == null) | |
{ | |
Debug.LogError("No terrain component on selected object. Aborting."); | |
return; | |
} | |
var tcol = t.gameObject.GetComponent<TerrainCollider>(); | |
if (tcol == null) | |
{ | |
Debug.LogError("No terrain collider on selected object. Aborting."); | |
return; | |
} | |
var tgoName = t.gameObject.name; | |
TerrainData terrainData = new TerrainData (); | |
const int size = 513; | |
terrainData.heightmapResolution = size; | |
terrainData.size = new Vector3 (2000, 600, 2000); | |
terrainData.heightmapResolution = 512; | |
terrainData.baseMapResolution = 1024; | |
terrainData.SetDetailResolution(1024, terrainData.detailResolutionPerPatch); | |
var selectedProjectPath = GetSelectedPathOrFallback(); | |
AssetDatabase.CreateAsset(terrainData, selectedProjectPath + tgoName + "_terrainData.asset"); | |
t.terrainData = terrainData; | |
tcol.terrainData = terrainData; | |
} | |
public string GetSelectedPathOrFallback() | |
{ | |
string path = "Assets"; | |
foreach (UnityEngine.Object obj in Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Assets)) | |
{ | |
path = AssetDatabase.GetAssetPath(obj); | |
if (!string.IsNullOrEmpty(path) && File.Exists(path)) | |
{ | |
path = Path.GetDirectoryName(path); | |
break; | |
} | |
} | |
return path + "/"; | |
} |
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