Can't tag terrain trees

ok, I thought building terrains using Gaia etc was going to be easy but I need to tag the trees on the terrain so I can interact with them in the game. For example I want to tag them “Wood” so my bullet impacts know what to do. But I can’t figure out how to select any of the trees or details in the scene from the editor to be able to add scripts or even tag them. Any ideas?

just modify the tree’s prefab… since any trees in Terrain in the Editor will be instances.

you should be able to select an instanced tree, and choose “select prefab” to take you right to the prefab object in your heirarchy

The don’t seem to instanced prefabs. I’m using Speed Tree’s that Gaia spawns on the terrain. In the editor there is no way to select the trees. There are no trees instanced in to the hierarchy at runtime, just the terrain object.

Select the tree prototype in the Terrain object itself or search for the prefab inside the SpeedTree folder.

Neither of those 2 solutions seems to work, When I click on the terrain object there are no trees on it and in the speed tree folder there are no prefabs. Just a speed tree object which when you select it in the project doesn’t let you change anything (its all greyed out) to edit it I have to drag it into the hierarchy but then it changes it from a speed tree icon to a folder icon and. See the image I’ve attached, exactly which component am I supposed to drag into the hierarchy to edit it?

3463070--274770--Screen Shot 2018-04-16 at 10.05.21 am.png

Having the same problem, the trees don’t seem to have a tag on them, although I have set it on the prefab. Something very weird. I think the terrain is looked at as 1 GO.
When placing the prefab manually, it works, but when placing it with the terrain generator it says “Untagged” when printing it.

The reason you cant change anything is because when you picked the model to plant/paint with, you chose the .SPM.

Any time you are going to use a foliage or grass asset, you should ALWAYS make/create a prefab. This way you can have total control over all of the trees/grass/plants, by changing settings by the root prefab.

@Jiry_XD @arkon did you figure it out? I am having the same problem.

Same problem here - the terrain is tagged as TERRAIN and the prefab trees are tagged as TREE

On run, the terrain and trees are tagged as TERRAIN. So if you destroy the object you are destroying the entire terrain.

Anyone solved this its pretty big bug to have?

im having the same problem currently, still no fix?

You can’t use the tag directly, but you can access the TreeInstance array through the terrain data.

This is how I use it at the start of my game to get all of the locations where my AI can hide:

foreach(Terrain nextTerrain in Terrain.activeTerrains)
{
foreach(TreeInstance nextTree in nextTerrain.terrainData.treeInstances)
{
string tag = nextTerrain.terrainData.treePrototypes[nextTree.prototypeIndex].prefab.tag;
if (tag == "Cover")
{
CoverLocations.Add(nextTree.position);
}
}
}

I’m not sure how you would make this work for your situation but I’m sure you’ll figure something out?