Hi,
Im working towards serialising my Terrain, and from what I can gather I have to create a byte[] out of Getheights and then convert it back to Setheights to reimplement.
When testing a basic implementation of that process I run into many artefacts and much unpleasantness.
Im fairly sure its something to do with the way im reimplementing the byte[] into Setheights, as altering the division value changes the amplitude of the distortion, however ive hit a wall with how to resolve the situation.
Any help would be greatly appreciated.
An example of the distortion:
Happy
![alt text][1]
Not happy.
![alt text][2]
using UnityEngine;
using System.Collections;
public class terrainSTATE : MonoBehaviour
{
public bool getdat;
public bool setdat;
byte[] Bytes;
void Update ()
{
if (getdat) {
GetData ();
}
if (setdat) {
SetData ();
}
}
void GetData ()
{
TerrainData TD = GetComponent ().terrainData;
float[,] heights = TD.GetHeights (0, 0, 512, 512);
Bytes = new byte[263169];
int i = 0;
for (int x = 0; x ().terrainData;
int heightmapWidth = TD.heightmapWidth;
int heightmapHeight = TD.heightmapHeight;
float[,] heightmap = new float[heightmapWidth, heightmapHeight];
int i = 0;
for (int x = 0; x
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