Hi , so I know another {one} about trees not using scripts because there not actual gameObjects…
So I ended up making a working cut the tree down script… but when I went to mass place the tree prefabs … The script ended up nulling out that goes with the tag reverting back to default instead of " Tree ". So I looked threw the documentation and found terrainData and treeinstantce … so I wrote a for loop and have a loading screen wait untill all the "Fake tree objects are created " meaning just the collider with a tree damage script " Java script "
The problem i’m having now is that … ok it creates the number of trees for treeInstances so if I have 10 trees 10 fake tree objects with collider , if I have 20 ,… 20 fake tree objects suberb … Ok there being made its loading , loading done… HUH! the trees are all at 1 position on the corner of the terrain so I know I wrote the terrain positions array wrong and im not sure so much on how the positions are stored… for the terrain data …
Here is a snap shot of whats happening :
[9024-treeproblem.jpg*|9024]
Here is my script:
//Made by -=BloodyDuskTeam=-
//
//http://bloodyduskteam.ucoz.com/
//This script finds all the terrain's trees then creates the tree object for user interaction for each tree position
var treeFab : Transform;
var grabTerrain : Terrain;
var trees : TreeInstance[];
function Start () {
for (i=0; i <Terrain.activeTerrain.terrainData.treeInstances.Length; i++)
{
//var treeInstances : TreeInstance = new Terrain.activeTerrain.terrainData.TreeInstance();
Instantiate(treeFab, trees*.position, Quaternion.identity);*
-
}*
}