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- 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<MeshFilter>().sharedMesh = terrainMesh;
- //2. Create material////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
- string shaderName = Utilities.GetUnityDefaultShader(); //Default shader based on used render pipeline
- Material material = new Material(Shader.Find(shaderName));
- GetComponent<Renderer>().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);
- }
- }
- }
- }
- }
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