Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 NxDs · Jan 02, 2015 at 06:31 PM · instantiateterrainreferenceproceduralcopy

How can I clone a Terrain object? (Not the reference)

I'm trying to create a procedural terrain generator based on Simplex Noise. I have an array of terrain objects and the problem is that when I fill this array with the function Instantiate() but it generates only a reference to the original terrain object so when I edit the heights of a single terrain i get all the terrains with the same shape. So, how do I copy a Terrain object without reference?

This is the code which generates the tile from the original tile:

 int x = (j - buffer / 2) + currentTile.x;
 int z = (i - buffer / 2) + currentTile.z;
 TerrainTile tile = new TerrainTile (x, z);
 tile.tileTerrain = Instantiate (terrainBase, new Vector3 (x * tileSize, 0, z * tileSize), Quaternion.identity) as Terrain;
 tile.tileTerrain.transform.gameObject.SetActive (true);
 return tile;

TerrainTile is a class i made:

 class TerrainTile
 {
        public Terrain tileTerrain;
        public int x;
        public int z;

        public TerrainTile (int x, int z)
        {
            this.x = x;
            this.z = z;
        }
 }

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

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by MakeCodeNow · Jan 03, 2015 at 06:15 AM

You need to make a new TerrainData, too, and point the new terrain at that.

Comment
Add comment · Show 2 · 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 NxDs · Jan 03, 2015 at 11:52 PM 0
Share

Ok thanks I solved my problem. I used Object.Instantiate(terrainData) to duplicate the terrainData for every single Terrain tile

avatar image JMurray · Jan 14, 2015 at 05:54 PM 0
Share

$$anonymous$$ake sure you then give the instantiated object new terrain data otherwise your new object will share terraindata with the previous object. So if you apply a height map to object 2, object 1 will have the same height map.

I asked a question about this earlier this week when I was at the step your at now.

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

Instantiating too much at Start? Terrain Objects. 0 Answers

How do I instantiate the TerrainToolKit script? 1 Answer

Random terrain generation at runtime 2 Answers

How to restrict where gameobjects can be instantiated on terrain? 0 Answers

Checking if object intersects? 1 Answer


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