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Distribute terrain in zones
Hi, I have a terrain made up with mountains and flatland. Now I've come to the part where the player should be able to build in the flat areas but not on the mountain. The solution I thought of was to divide the terrain into zones. The flatland could be "zone 1" or just "flatland zone" and the mountains could be "zone 2" or "mountain zone". Which way would be the easiest to do this?
Thank you!
Answer by Kurdle_4855 · Feb 18, 2016 at 08:44 AM
You could have a Box Collider Trigger around the 'Mountain' terrain and when you enter the trigger you can't build, but when you exit you can build again. This probably wouldn't be the best for extremely large terrains though(exceeding 10 x 10 km or 100sq km)
I think this solution is the best. I've encountered with similar question before, and using triggers may be very helpful. I wrote a class for such needs which had information about the zone itself and presence of player in it. To make it easier to organize, you can use gizmos to display the zone on your terrain.
Answer by b1gry4n · Aug 31, 2016 at 07:47 AM
Depending on how "mountainy" your mountains are and how "flat" your flat land is, you could always just do a hit.normal angle check. If the angle is above x, the player cant build
http://answers.unity3d.com/questions/377506/how-i-can-know-surface-angle.html
Answer by amelnik · Jan 04, 2014 at 10:16 PM
If your regions are of geometrical shapes like cylinder, cube, sphere, circle or rectangle it would be quite easy. You'd need to use points in the inspector and a class that will be able to check if something is in the region: public class Region : MonoBehavior { public ArrayList pointsArray;
public bool IsInArea(Vector3 v)
{
//Do mathematic calculation on v and the position on the points, returning whatever v is in the area or not.
}
//all of this is untested and theoretical code
}
The mathematical calculation is: Box/Cube/Rectangle/Square - Get 2 points, at the opposite sides of the shape. Check if v's x,y,z values are between the values of the points. Sphere - Get 1 point and a radius, and check the Vector3.Distance() between v and the point. If the distance is smaller than the radius, it's in the sphere. Circle - Like sphere, but with Vector2s and only the x and z axes.
Other solution, that is probably easier: Add a collider component to your terrain, and make it trigger. the collider should be the shape you want your region. If you want irregular shaped region, make it a mesh collider with a mesh the shape of your zone (probably not practical to you). In a script attached to the object you can then write a method named OnTriggerEnter(Collider other) and in it write code to do when an object enters the region.
I hope at least one of the solutions help. Good luck.