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Unity Engine


GetDetailLayer

Returns a 2D array of the detail object density (i.e. the number of detail objects for this layer) in the specific location.
Read time 3 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.TerrainModule

GetDetailLayer(int, int, int, int, int)

Returns a 2D array of the detail object density (i.e. the number of detail objects for this layer) in the specific location.
public int[,] GetDetailLayer(int xBase, int yBase, int width, int height, int layer)

Parameters

xBase

First x index of detail object density data to retrieve.

yBase

First y index of detail object density data to retrieve.

width

The amount of detail object density data to retrieve along the Terrain's x axis.

height

The amount of detail object density data to retrieve along the Terrain's z axis.

layer

The index of the detail in the /TerrainData.detailPrototypes/ array.

Returns

Type

Description

int[,]

Remarks

The Terrain system uses detail layer density maps. Each map is essentially a grayscale image, where each pixel value denotes the number of detail objects that will be procedurally placed Terrain area. That corresponds to the pixel. Since several different detail types may be used, the map is arranged into "layers" - the array indices of the layers are determined by the order of the detail types defined in the Terrain inspector (i.e. when the Paint Details tool is selected).
The returned array has the dimensions [height,width] and is indexed as [y,x].

Examples

using UnityEngine;public class Example : MonoBehaviour{ // Set all pixels in a detail map below a certain threshold to zero. void DetailMapCutoff(Terrain t, float threshold) { // Get all of layer zero. var map = t.terrainData.GetDetailLayer(0, 0, t.terrainData.detailWidth, t.terrainData.detailHeight, 0); // For each pixel in the detail map... for (var y = 0; y < t.terrainData.detailHeight; y++) { for (var x = 0; x < t.terrainData.detailWidth; x++) { // If the pixel value is below the threshold then // set it to zero. if (map[y, x] < threshold) { map[y, x] = 0; } } } // Assign the modified map back. t.terrainData.SetDetailLayer(0, 0, 0, map); }}

GetDetailLayer(Vector2Int, Vector2Int, int)

Returns a 2D array of the detail object density (i.e. the number of detail objects for this layer) in the specific location.
public int[,] GetDetailLayer(Vector2Int positionBase, Vector2Int size, int layer)

Parameters

positionBase



layer

The index of the detail in the /TerrainData.detailPrototypes/ array.

Returns

Type

Description

int[,]

Remarks

The Terrain system uses detail layer density maps. Each map is essentially a grayscale image, where each pixel value denotes the number of detail objects that will be procedurally placed Terrain area. That corresponds to the pixel. Since several different detail types may be used, the map is arranged into "layers" - the array indices of the layers are determined by the order of the detail types defined in the Terrain inspector (i.e. when the Paint Details tool is selected).
The returned array has the dimensions [height,width] and is indexed as [y,x].

Examples

using UnityEngine;public class Example : MonoBehaviour{ // Set all pixels in a detail map below a certain threshold to zero. void DetailMapCutoff(Terrain t, float threshold) { // Get all of layer zero. var map = t.terrainData.GetDetailLayer(0, 0, t.terrainData.detailWidth, t.terrainData.detailHeight, 0); // For each pixel in the detail map... for (var y = 0; y < t.terrainData.detailHeight; y++) { for (var x = 0; x < t.terrainData.detailWidth; x++) { // If the pixel value is below the threshold then // set it to zero. if (map[y, x] < threshold) { map[y, x] = 0; } } } // Assign the modified map back. t.terrainData.SetDetailLayer(0, 0, 0, map); }}