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Feedback Break down the terrain classes?

Discussion in 'General Discussion' started by andyz, Jun 7, 2020.

  1. andyz

    andyz

    Joined:
    Jan 5, 2010
    Posts:
    1,707
    The terrain classes are a sandwich of parts tightly linked to one another which makes building your own custom terrain system harder

    You have the terrain collider (a physx collider underneath) which only works in unity with a TerrainData class to provide the height map, it appears. Why can it not have height points & dimensions (& hole squares) set simply so it can be used with custom terrain code? And the heightmap in TerrainData is a render texture too?!

    Then TerrainData then has tree systems and grass built in, rather than optional components to add on top - not that you Have to use them...

    Why can you not get access to a terrain collider for your own use rather than breaking your own landscape into standard meshes?
    Why not break up terrain code to allow custom modules to slot in?

    Breaking Unity down to a solid core with provided, but optional, components everywhere would allow more varied solutions to be built and provided on top, like with the custom render pipeline
     
    Gekigengar likes this.
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