public class WorldCellWithTerrain : WorldCell
Represents a WorldCell with a single Unity Terrain Asset Chunk. This type is created
automatically in place of the base World Cell class when
a World Cell's active LOD is associated with an LOD Group that uses the Unity Terrain
Chunk Type.
While there are some methods available in this class, we generally advise not calling
these methods yourself, as SAM automates
Terrain Neighboring so that calling the methods is not necessary.
You may have a need to access the Terrain component of the World Cell however, from
a custom World Grouping Listener, for instance. In that case,
you can access the Terrain via the Terrain property.
Name | Type | Description |
---|---|---|
Terrain | Terrain |
Gets the Terrain associted with this WorldCellWithTerrain. |
public void ClearNeighborsAndTerrain()
Calls Terrain.SetNeighbors(null, null, null, null) and sets the internal terrain reference
of this World
Cell to null.
Generally speaking, the Streamable Asset Manager will call this method automatically
at the
appropriate time; you shouldn't need to call it yourself and should only do so if
you absolutely
understand the consequences and know what you are doing!
public void ResetNeighbors()
Checks each World Cell Neighbor of this World Cell and gets a terrain for each if the neighbor is a valid terrain neighbor. Then calls Terrain.SetNeighbors using each terrain neighbor as input. Generally speaking, the Streamable Asset Manager will call this method automatically at the appropriate time; you shouldn't need to call it yourself and should only do so if you absolutely understand the consequences and know what you are doing!