using UnityEngine; namespace AmazingAssets.TerrainToMesh.Example { [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] public class ExportTrees : MonoBehaviour { public TerrainData terrainData; public int vertexCountHorizontal = 100; public int vertexCountVertical = 100; void Start() { if (terrainData == null) return; //1. Export mesh from terrain//////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh); GetComponent().sharedMesh = terrainMesh; //2. Create material//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// string shaderName = Utilities.GetUnityDefaultShader(); //Default shader based on used render pipeline Material material = new Material(Shader.Find(shaderName)); GetComponent().sharedMaterial = material; //3. Export trees////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// TreePrototypesData[] treePrototypesData = terrainData.TerrainToMesh().ExportTreeData(vertexCountHorizontal, vertexCountVertical, 1, 1); for (int t = 0; t < treePrototypesData.Length; t++) { for (int p = 0; p < treePrototypesData[t].position.Count; p++) { //Instantiate tree prefab GameObject tree = Instantiate(treePrototypesData[t].prefab); //Set position tree.transform.position = treePrototypesData[t].position[p]; //Add random rotation //tree.transform.rotation = Quaternion.Euler(0, Random.value * 360, 0); //Scale tree.transform.localScale = treePrototypesData[t].scale[p]; //Add parent tree.transform.SetParent(this.gameObject.transform, false); } } } } }