Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 11 Next capture
2021 2022 2023
1 capture
11 Jun 22 - 11 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by xDevily · Jul 21, 2015 at 11:07 AM · terraineditor-scripting

Editorscript: detect terrain modifications

Hi, I want to detect terrain changes made into the editor by a scrip that only works into the editor. For example I want to detect when i edit terrain height.

I tried doing this (but it doesn't work):

 void UpdateHeigh()
 {
     if(oldTerrain == null)
     {
         oldTerrain = myTerrain.GetComponent<Terrain>().terrainData;
     }
     else
     {
         if(oldTerrain != myTerrain.GetComponent<Terrain>().terrainData)
         {
             Debug.Log("Terrain has changed");
             oldTerrain = myTerrain.GetComponent<Terrain>().terrainData;
         }
     }
 }

Notes:

  • oldTerrain is a TerrainData variable

  • UpdateHeigh() is called into Update() function

  • myTerrain is a GameObject variable

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by rajavamsidhar_gvs · Jul 21, 2015 at 11:40 AM

hi...! Once you check this thread it may help you link

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image xDevily · Jul 21, 2015 at 12:52 PM 0
Share

That's not exactly what I need. I need to create a sort of listner that wait for a terrain edit event (terrain editor, no play mode/runtime) to avoid usless calculation that i want to do when terrain is edited.

avatar image
0

Answer by xDevily · Jul 22, 2015 at 04:16 PM

I got a solution. It's not exactly what i wanted to do but it is close enought. My solution: I've created a button into a custom editor that call the UpdateHeight() function. So when I need to call it, I simply press the button.

 //.....
             if(GUILayout.Button("Update Height"))
             {
                 script.UpdateHeigh();
             }
 //.....


Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

How to handle mouse clicks on terrain? 1 Answer

Batch import terrain with editor scripts 1 Answer

Level of details in a script-made mesh in the sceneview 0 Answers

Reading & Coding against MaskFields... 1 Answer

How do I replicate brushes selection in Unity terrain component? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges