m_PreloadTextureAtlasData.size () == m_DetailPrototypes.size ()

console error:

m_PreloadTextureAtlasData.size () == m_DetailPrototypes.size ()

Unity 3.5.5f1
PC Standalone

3km x 3km terrain mesh with 7 grass types (bill boarded), 12 tree/shrubs and no detail meshes (rocks). Static rock meshes were placed by hand.
Every time I save the scene file this error pops up in the console “m_PreloadTextureAtlasData.size () == m_DetailPrototypes.size ()”. Upon reloading unity, grass, tree and several static meshes all shift or repopulate from areas where they were moved. It feels as though the terrain.asset file is corrupt or it reverts to a previous save and is stuck there.

I tried what this user said: http://answers.unity3d.com/questions/1146456/terrain-m-preloadtextureatlasdatasize-m-detailprot.html

This did not work unfortunately, and I have approximately 10km of track I’m cleaning up over and over…

I’m using EasyRoads3dPro, Terrain Composer 1.96 and RTP.

This issue propagated when I moved from my local copy to a SVN repo.

I’ve also tried:

  • removing all grass and trees and saving
  • made a package out of the terrain and scene file separately , import to a clean project with NO add-ons listed above
  • took the same package into 5.4 beta

None of these worked. Is the terrain.asset file corrupt? Any help, or work-arounds would be greatly appreciated.

@ jayty90…I never got any feedback or help from Unity on this. The issue tho is a result of having to many detail objects in a patch or patches on the terrain. What this can cause is what you’re seeing - plants/detail objects shift, don’t always hold position etc. So the detail atlas that holds all the placement info is corrupted. As far as I know - once this happens, “thinning out” areas of detail objects doesn’t seem to work. I had a 20km square area that was populated with detail objects and trails I needed to keep the objects off of…the only solution after weeks of hair pulling was to roll back the project previous to the issue…and when placing detail items either keep a sharp eye out for that error and roll back or increase your detail patch resolution to the highest you can afford.
It’s possible this has been fixed, as this issue was a few releases ago…but knowing Unity it will probably persist till Unity 8.5 or beyond. Good Luck! Let me know if you find another solution…