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Question by Legacy_Software · Jun 13, 2018 at 12:21 AM · terrainfirst person controllermodification

I need help fixing this terrain deformation script, please!,Can someone please help me fix this script? Terrain Deformation Issues

public class TerrainModification : MonoBehaviour {

 public Terrain terrain; 
 public float strength = 0.01f; 

 private int heightmapWidth;
 private int heightmapHeight; 
 private float[,] heights;
 private TerrainData terrainData; 

 public void Start () 
 {
     terrainData = terrain.terrainData; 
     heightmapWidth = terrainData.heightmapWidth; 
     heightmapHeight = terrainData.heightmapHeight;
     heights = terrainData.GetHeights (0, 0, heightmapWidth, heightmapHeight); 
 }

 public void Update ()
 {
     RaycastHit hit;
     Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition); 

     //raise terrain
     if (Input.GetMouseButton (0)) 
     {
         if (Physics.Raycast(ray, out hit))
         {        
             RaiseTerrain(hit.point);
         {        
     }
     //lower terrain
     if (Input.GetMouseButton (1)) 
     {
         if (Physics.RayCast (ray, out hit)) 
         {
             LowerTerrain (hit.point); 
         }
     }    
 }

  void RaiseTerrain(Vector3 point)
 {
     int mouseX = (int)((point.x / terrainData.size.x) * heightmapWidth); 
     int mouseZ = (int)((point.y / terrainData.size.y) * heightmapHeight);
     float[,] modifiedHeights = new float[1, 1];
     float y = heights[mouseX, mouseZ];
     y += strength * Time.deltaTime; 

     if (y > terrainData.size.y) 
     {
         y = terrainData.size.y; 
     }

     modifiedHeights[0, 0] = y;
     heights[mouseX, mouseZ] = y;
     terrainData.SetHeights(mouseX, mouseZ, modifiedHeights); 
 }

  void LowerTerrain(Vector3 point)
 {
     int mouseX = (int)((point.x / terrainData.size.x) * heightmapWidth); 
     int mouseZ = (int)((point.y / terrainData.size.y) * heightmapHeight);
     float[,] modifiedHeights = new float[1, 1];
     float y = heights[mouseX, mouseZ];
     y -= strength * Time.deltaTime; 

     if (y < terrainData.size.y) 
     {
         y = terrainData.size.y; 
     }

     modifiedHeights[0, 0] = y;
     heights[mouseX, mouseZ] = y;
     terrainData.SetHeights(mouseX, mouseZ, modifiedHeights); 
 }  

}

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