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Question by TomH · Mar 24, 2013 at 03:27 PM · terrainterraindataterraintexture

Get Terrain textures

I want to give a script of mine a special Editor. Therefore, I want to get all Textures that are available for a terrain (just like in the terrain inspector). How can I access the count of all terrain textures and the textures as Texture2D (for displaying purposes)?

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avatar image AlucardJay · Mar 24, 2013 at 03:26 PM 0
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Here is a comment with just as little detail as the API !

http://docs.unity3d.com/Documentation/ScriptReference/TerrainData-splatPrototypes.html

I am just looking at my own terrain modifying project now, so have my head buried in these references. Something I am pulling apart to learn from is the Terrain Toolkit by sixtimesnothing. $$anonymous$$ight be worth grabbing just to read their code (as I am right now!) : http://www.sixtimesnothing.com/terraintoolkit

Edit : as I said, it's uncanny how I am reading up this stuff right now. Here's a short script to read the splatPrototypes :

 #pragma strict
 
 public var terrain : Terrain;
 
 var terrainData : TerrainData;
 
 var terrainSize : Vector3;
 
 var heightmapWidth : int;
 var heightmapHeight : int;
 var heightmapScale : Vector3;
 
 var splatPrototypes : SplatPrototype[];
 
 
 function Start() 
 {
     ReadTerrainData();
 }
 
 
 function ReadTerrainData() 
 {
     // check if there is no terrain in the inspector, then use the current active terrain
     if ( !terrain )
     {
         terrain = Terrain.activeTerrain;
     }
     
     terrainData = terrain.terrainData;
     
     terrainSize = terrain.terrainData.size;
     
     heightmapWidth = terrain.terrainData.heightmapWidth;
     heightmapHeight = terrain.terrainData.heightmapHeight;
     heightmapScale = terrain.terrainData.heightmapScale;
     
     splatPrototypes = terrain.terrainData.splatPrototypes;
     
     Debug.Log( splatPrototypes.Length );

     // should make this into a for-loop for each bit of info in splatPrototypes for splatPrototypes.Length !
     Debug.Log( splatPrototypes[0].texture );
     Debug.Log( splatPrototypes[0].tileSize );
     Debug.Log( splatPrototypes[0].tileOffset );
 }

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Answer by AlucardJay · Mar 24, 2013 at 03:38 PM

Actually, I think that is the answer to your question :

 #pragma strict
 
 public var terrain : Terrain;
 
 var splatPrototypes : SplatPrototype[];
 
 function Start() 
 {
     ReadTerrainData();
 }
 
 function ReadTerrainData() 
 {
     // check if there is no terrain in the inspector, then use the current active terrain
     if ( !terrain )
     {
         terrain = Terrain.activeTerrain;
     }
     
     splatPrototypes = terrain.terrainData.splatPrototypes;
     
     Debug.Log( "splatPrototypes.Length = " + splatPrototypes.Length );
     
     for ( var i : int = 0; i < splatPrototypes.Length; i ++ )
     {
         Debug.Log( i );
         Debug.Log( "texture : " + splatPrototypes[i].texture );
         Debug.Log( "tileSize : " + splatPrototypes[i].tileSize );
         Debug.Log( "tileOffset : " + splatPrototypes[i].tileOffset );
     }
 }
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