public void OnSave() { if (m_LastNumSection == numSection) { return; } m_LastNumSection = numSection; terrain = GetComponent <Terrain>(); terrainData = GetComponent <TerrainCollider>().terrainData; TerrainTexture HeightTexture = new TerrainTexture(sectorSize); HeightTexture.TerrainDataToHeightmap(terrainData); boundSector = new FBoundSector(numSection, sectorSize, sectionSize, transform.position, terrainData.bounds); boundSector.BuildBounds(sectorSize, sectionSize, terrainScaleY, transform.position, HeightTexture.HeightMap); HeightTexture.Release(); }