Terrain To Mesh
  • Terrain To Mesh
  • Quick Start
  • Editor Window Settings
    • Mesh
    • Material
    • Objects
    • Save
  • Update Splatmap Shader
  • Run-time API
    • TerrainToMesh
      • ExportMesh
      • ExportTerrainLayers
      • ExportSplatmapMaterial
      • ExportSplatmapTextures
      • HasHoles
      • ExportHolesmapTexture
      • ExportBasemapDiffuseTexture
      • ExportBasemapNormalTexture
      • ExportBasemapMaskTexture
      • ExportBasemapOcclusionTexture
      • ExportGrassTextures
      • ExportGrassAtlasTexture
      • HasPrototypes
      • CountPrototypes
      • ExportPrototypes
    • TerrainToMeshUtilities
      • GenerateGrassMesh
      • GenerateEdgeFallTexture
      • ConvertMeshToOBJ
      • ConvertMeshToOBJAndSaveToFile
      • ConvertMeshToOBJAndAppendToFile
      • GetDefaultMaterial
      • GetDefaultShader
      • GetDefaultShaderProperty
      • SetupDefaultMaterial
      • SetupAlphaCutoutForDefaultMaterial
      • ConvertPrototypesToTreeGameObjects
      • ConvertPrototypesToGrassGameObjects
      • ConvertPrototypesToGrassMeshes
      • ConvertPrototypesToDetailMeshGameObjects
      • ConvertPrototypesToDetailMeshes
      • CalculateExportedMeshVertexCount
      • SetMeshPivotPoint
    • TerrainToMeshEdgeFall
    • TerrainToMeshPrototype
    • TerrainToMeshConversionDetails
  • Help & Contact
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PreviousExportGrassAtlasTextureNextCountPrototypes

Last updated 1 month ago

Has Prototypes

bool HasPrototypes(TerrainToMeshEnum.Prototype prototype)

Checks if has prototypes (tree, grass or detail mesh)?


bool HasPrototypes(TerrainToMeshEnum.Prototype prototype, int splitCountHorizontal, int splitCountVertical, int splitColumnIndex, int splitRowIndex)

Checks if multi-chunk 2D grid mesh with index splitColumnIndex and splitRowIndex has prototypes?

TerrainData