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Question by Piijas · Jun 21, 2017 at 09:59 AM · c#terraindataterrain generation

How to auto-generate a terrain in Unity ?

Hello,

(First of all, I know, I don't have a very good english, sorry ^^')

I'm trying to generate a virtual environment for an experiment, and I have some trouble with the functions I have to use. I try to generate a sinusoidal terrain, with tree on it, but I don't really understand how works the height functions on unity, despite of the different posts I found on the forum. I don't succeed in synchronizing the variations of my ground and the trees that I want to put on it (I always have some trees which are half on the ground). Can you explain me what I'm doing wrong ?

(NB.: I want to put my trees randomly on the ground)

Thanks :)

My code : using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class modTerrain : MonoBehaviour {
 
     private static int heightMapWidth = 4048;
     private static int heightMapHeight = 4048;
     int plop = 0;
     float terrainX;
     float terrainZ;
     Terrain[] listTerrain;
     public GameObject theTree;
 
     public float[,] tableauMCoordMap = new float[heightMapWidth, heightMapHeight];
 
     // Use this for initialization
     void Start () {
         // Loading of the trees' texture
         GameObject newTree = (GameObject)Resources.Load("Broadleaf_Desktop");
 
 
         // Preparation for the generation of the ground
         GameObject terrainGameObject = new GameObject();
         TerrainData terrainData = new TerrainData();
         terrainGameObject = Terrain.CreateTerrainGameObject(terrainData);
         GameObject ingameTerrainGameObject = (GameObject)Instantiate(terrainGameObject, new Vector3(), Quaternion.identity);
         
         terrainData.heightmapResolution = 4049;
 
         // Preparation of the matrix containing the relief of the ground
         float[,] heightData = new float[heightMapWidth, heightMapHeight];
         for (int x = 0; x < heightMapWidth; x++)
         {
             for (int y = 0; y < heightMapHeight; y++)
             {
                 heightData[x, y] = 0.11f*(float)System.Math.Sin((double)x/42)+0.09f;
                 // Matrix for other scripts
                 tableauMCoordMap[x,y] = 100* 0.11f * (float)System.Math.Sin((double)x / 42) + 0.09f;
             }
         }
         terrainData.SetHeights(0, 0, heightData);
         terrainData.size = new Vector3(heightMapWidth, 100f, heightMapHeight);
         terrainData.SetHeights(0, 0, heightData);
 
 
         // Texture of the ground
         SplatPrototype[] terrainTexture = new SplatPrototype[1];
         terrainTexture[0] = new SplatPrototype();
         terrainTexture[0].texture = (Texture2D)Resources.Load("diffuse");
         terrainData.splatPrototypes = terrainTexture;
 
         // Trees - plop = number of trees
         for (plop = 0; plop < 15000; plop++)
         {
             int a = Random.Range(0, heightMapWidth);
             int b = Random.Range(0, heightMapHeight);
             Vector3 worldTreePos = new Vector3(b, 100 * heightData[a, b], a);
             Instantiate(newTree, worldTreePos, Quaternion.identity);
         }
         
         
     }
     
     // Update is called once per frame
     void Update () {
         
     }
 }
 
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