Hi there! ![]()
Why when i use terrainData.SetHeights() function, it affects heightmap file?
I tried to glue two terrains together with each size 2000x2000 by the edge, setting it to middle height on both terrains.
It took about 2min40sec. for function to run.
After i stop the application in the editor you can see that terrain is changed. Why ?
Is it possible to do it in memory only , not working with filesystem ???
I would really appreciate comments on this subject. =]
Terrains are still sort of confusing. As best as I can tell, the terrain gameobject in the scene hierarchy is not an independent instance, because terrains are not real prefabs.
Instead, what’s in the scene is a script instance that points to the terrain data object in the project. That is more like the relationship of a material in a scene to the material in the project than a prefab instance (if you modify a material in a scene, those changes go back to the parent material in the project).
So if you modify most things about the terrain in the terrain inspector, including the heightmap, trees, detail objects, splats, etc., those changes will be made to the parent Terrain Data object in the project.
When the game is running in the standalone, I assume but don’t know for sure that the version in memory is modified, since that’s all the runtime knows about.
Thanks for reply! The only option i see is to try to run it standalone, and see will it be happening only in memory…
Is really a pity that in most key-point Unity have problems…
it’s not a first time like that…
the more i work with it, the more i undestand that its not ready for MMO…