Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Interactive Terrain

Discussion in 'Wish List' started by master222jinx, Apr 28, 2010.

  1. master222jinx

    master222jinx

    Joined:
    Apr 28, 2010
    Posts:
    2
    I propose the Terrain have options for interactions, such as dig, erode and explode other than just pushing around the mesh but actually creating soil that can be set up to a depth, giving the terrain a full x, y, z spectrum.
    In the initial mapping process the Terrain can be modeled and manipulated as a mesh for ease of development, however, upon reaching a point the developer can select an element of the Terrain which sets the depth of the soil and fills in the space creating a global object.
    This can assist in the creation of digger games, games that will utilize destructible objects and want to give greater depth as well as enhance the viability of Unity 3D as a lead development tool ^.^
    Comments and support is welcome.
    Thank you for your time and consideration of these matters at hand.
     
  2. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,401
    Actually you don't manipulate the mesh directly with the terrain. It's a heightmap, so you can use TerrainData.GetHeights and TerrainData.SetHeights to do whatever. Remember that it's a 2D heightmap, so no caves or overhangs.

    --Eric
     
  3. StarManta

    StarManta

    Joined:
    Oct 23, 2006
    Posts:
    8,773
    Such a system would eat computer resources like candy, for something that would not be used by 95% of games. If you want this, I'd suggest you roll your own terrain system.