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How to use TerrainData.DirtyTextureRegion

Discussion in 'World Building' started by isaac-ashdown, Jul 20, 2020.

  1. isaac-ashdown


    Jan 30, 2019

    I'm creating unity terrains at runtime. For the alpha/diffuse, I get the texture using TerrainData.GetAlphamapTexture, write some pixels (via GetRawTextureData), and call Texture2D.Apply().

    However, my alphamap is pretty high resolution, and calling Apply() is quite expensive. I see TerrainData.DirtyTextureRegion exists and should support both handling sub-regions of the texture and delayed syncing, but I can't work out how to use it with alphaMaps. In particular, what name should be passed in for textureName? If I pass in the of the texture returned by TerrainData.GetAlphamapTexture, it reports 'ArgumentException: Unrecognized terrain texture name: "SplatAlpha 0"'. If I pass in TerrainData.AlphamapTextureName, then I nothing happens to my texture after calling SyncTexture. It all works fine if I just call Apply on the texture though.