I’ve duplicated my terrain data and assigned the appropriate terrain_data from the collider of the individual terrains. I have 49 terrains that stitch together basically as one using a terrain stitch add-on from the asset store. They all stitch perfectly fine, but the problem is this: Only the “EMPTY ‘(A1 - etc.)’” terrains are acting like only one terrain data is assigned.
Here are some photos:
And so on…
As you can see, they all have there own data and such. Also, the other terrains you see that are COMLETELY individual, I used the same method I used to duplicate “EMPTY” Terrains. This is really weird, I can’t find a way around this. It should be working as it should. Maybe I have too much terrain data?
I need some help here guys, hope you all can.
If you need any more information, please say so.
Thanks for reading.
Okay this limitation has bothered me enough now, I finally decided to solve this once and for all.
Here is the step-by-step solution!!
- Select the Terrain prefab AND its corresponding Terrain-Data prefab in your Project folder.
- Press Ctrl-D to duplicate BOTH of these objects. (Give them a special name.)
- In your project folder, select your NEW Terrain prefab.
IMPORTANT: In the inspector, click the “Gears” icon in the upper-right corner of Terrain (Script).
Select: RESET!!! ← this does the MAGIC !
Now, notice it says “Terrain Asset Missing, Assign”
Drag your NEW Terrain-Data prefab (the icon looks like a tiny mountain) onto it.
- Now do the same (drag/drop) the NEW Terrain-Data for your Terrain-Collider component.
- Finally, drag your NEW Terrain prefab into your scene.
- Congratulations! You have a unique terrain you can adjust, paint, edit without effecting the original!
You’re Welcome!!
Steven
@MartianGames
Thank you @realprimo, this basic Terrain issue is rather amazing to exist.
Anybody struggling with this: the terrain object Terrain Data field is not editable in Normal view! You need to switch to Debug view by either right-clicking the inspector tab or clicking on the small three-dots icon on top of the inspector. In debug view all becomes clear: just set both your Terrain component and Terrain Collider to use their dedicated TerrainData asset you have created.
Yep. Figured it out. I was trying to set the terrain data rather than actually replacing the terrain itself, as I assumed the data was where it stored everything. Was just a case of deleting the entire terrain that was already in the scene and dragging the correct version in.