# SetHolesDelayLOD(int, int, bool[,])

> Sets an array of Terrain holes samples.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.3/script-reference/unityengine.md)
* **Assembly:** UnityEngine.TerrainModule

## SetHolesDelayLOD(int, int, Boolean\[0:,0:])

```csharp
public void SetHolesDelayLOD(int xBase, int yBase, bool[,] holes)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): First x index of Terrain holes samples to set.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): First y index of Terrain holes samples to set.**** (\[bool\[,]]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Array of Terrain holes samples to set (array indexed as \[y,x]).

### Remarks

Sets Terrain holes data using a two-dimensional array of Terrain holes samples. The samples are represented as bool values: `true` for surface and `false` for hole. The array dimensions define the area affected, which starts at `xBase` and `yBase`. The Terrain holes array is indexed as \[y,x].

Unlike [TerrainData.SetHoles](/engine/6000.3/script-reference/unityengine/terraindata/setholes.md), this method does not update LOD information for the Terrain, or any tree/vegetation objects; this means that some tree/vegetation objects might still be present over holes, but makes the method fast enough to be used in interactive editing scenarios. After modifications to the Terrain are complete - for example, when the user releases the mouse button - call [TerrainData.SyncTexture](/engine/6000.3/script-reference/unityengine/terraindata/synctexture.md) and use [TerrainData.HolesTextureName](/engine/6000.3/script-reference/unityengine/terraindata/holestexturename.md) as a Texture name to update all LOD and vegetation information.
