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Tree 'arbreLod' couldn't be selected because it is not persistent.

Discussion in 'World Building' started by merfolkjh, Sep 18, 2022.

  1. merfolkjh

    merfolkjh

    Joined:
    Sep 18, 2021
    Posts:
    20
    Hi,

    I am trying to generate random "Terrain trees" at launch, then use them to populate a Terrain.
    But i have this error.

    Tree 'arbreLod' couldn't be selected because it is not persistent.
    (arbreLod = the name of a "lod gameobject" generated)


    The tree are gameobject lodGroup, I can use them by instanciate by hand an set position x y z...
    but i'd like to put them in the terrain system.


    What is the process to achieve this ? Can anyone help me ?
    (i have a "generated gameobject, with a generated mesh ", and want to put it the t.terrainData.treePrototypes)

    Thanks a lot
     
  2. merfolkjh

    merfolkjh

    Joined:
    Sep 18, 2021
    Posts:
    20
    I finally made something with
    // https://docs.unity3d.com/ScriptReference/PrefabUtility.SaveAsPrefabAssetAndConnect.html
    creating a prefab at runtine.

    then add this newly created prefab to the terrain.

    ..but question : will this work "in production" once a finale executable is built ? or it will only work here, cause i have unity editor in background; while developping

    it uses the unityEidtor assembly

    "
    Description
    The UnityEditor assembly implements the editor-specific APIs in Unity. It cannot be referenced by runtime code compiled into players.
    "

    --
    so i doubt it's the correct solution ? So the question remains. What is the process to implement a tree at runtime ?
    (a tree used in the terrain game)