Exemple #1
0
    private static int _ShowBackupPrompt()
    {
        int dialogValue = EditorUtility.DisplayDialogComplex("Make Backup?", "This operation will significantly modify your scene. Would you like to make a backup first?", "Yes", "Cancel", "No");

        if (dialogValue == 0)
        {
            string sceneDir;
            string sceneName;
            SECTR_Asset.SplitPath(EditorApplication.currentScene, out sceneDir, out sceneName);
            sceneName = sceneName.Replace(".unity", "");
            AssetDatabase.CopyAsset(EditorApplication.currentScene, sceneDir + sceneName + "_Backup.unity");
            AssetDatabase.Refresh();
            SECTR_VC.WaitForVC();
        }
        return(dialogValue);
    }
Exemple #2
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    public static string MakeExportFolder(string subFolder, bool clearSubfolder, out string sceneDir, out string sceneName)
    {
        if (GetCurrentSceneParts(out sceneDir, out sceneName))
        {
            string folderPath = sceneDir;
            string baseFolder = UnityToOSPath(folderPath) + sceneName;
            if (!System.IO.Directory.Exists(baseFolder))
            {
                // Create new folder. Use substring b/c Unity dislikes the trailing /
                AssetDatabase.CreateFolder(folderPath.Substring(0, folderPath.Length - 1), sceneName);
                SECTR_VC.WaitForVC();
            }
            folderPath += sceneName + "/";

            // Inside that "standard" folder, make a Chunks subfolder, so that we can manage the contents,
            // but first, remove previous export, if there was one.
            string osPath          = UnityToOSPath(folderPath) + subFolder;
            bool   createSubFolder = !string.IsNullOrEmpty(subFolder) && !System.IO.Directory.Exists(osPath);
            if (clearSubfolder && !createSubFolder)
            {
                AssetDatabase.DeleteAsset(folderPath + subFolder);
                createSubFolder = true;
            }
            if (createSubFolder)
            {
                // Create new folder. Use substring b/c Unity dislikes the trailing /
                AssetDatabase.CreateFolder(folderPath.Substring(0, folderPath.Length - 1), subFolder);
                SECTR_VC.WaitForVC();
            }
            if (!string.IsNullOrEmpty(subFolder))
            {
                folderPath += subFolder + "/";
            }

            return(folderPath);
        }
        else
        {
            sceneDir  = null;
            sceneName = null;
            return(null);
        }
    }
Exemple #3
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    /// Imports all exported Sectors into the scene. Safe to call from the command line.
    public static void ImportSceneChunks()
    {
        int numSectors = SECTR_Sector.All.Count;

        for (int sectorIndex = 0; sectorIndex < numSectors; ++sectorIndex)
        {
            SECTR_Sector sector = SECTR_Sector.All[sectorIndex];
            if (sector.Frozen)
            {
                EditorUtility.DisplayProgressBar("Importing Scene Chunks", "Importing " + sector.name, (float)sectorIndex / (float)numSectors);
                ImportFromChunk(sector);
            }
        }
        if (SECTR_VC.CheckOut(EditorApplication.currentScene))
        {
            EditorApplication.SaveScene();
            SECTR_VC.WaitForVC();
        }
        EditorUtility.ClearProgressBar();
    }
Exemple #4
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    /// Reverts all imported Sectors into the scene. Safe to call from the command line.
    public static void RevertSceneChunks()
    {
        int numSectors = SECTR_Sector.All.Count;

        for (int sectorIndex = 0; sectorIndex < numSectors; ++sectorIndex)
        {
            SECTR_Sector sector = SECTR_Sector.All[sectorIndex];
            SECTR_Chunk  chunk  = sector.GetComponent <SECTR_Chunk>();
            if (!sector.Frozen && chunk &&
                System.IO.File.Exists(SECTR_Asset.UnityToOSPath(chunk.NodeName)))
            {
                EditorUtility.DisplayProgressBar("Reverting Scene Chunks", "Reverting " + sector.name, (float)sectorIndex / (float)numSectors);
                DeleteExportedSector(sector);
            }
        }
        if (SECTR_VC.CheckOut(EditorApplication.currentScene))
        {
            EditorApplication.SaveScene();
            SECTR_VC.WaitForVC();
        }
        EditorUtility.ClearProgressBar();
    }
Exemple #5
0
    /// Exports all of the Sectors in the scene, with user prompts and other helpful dialogs.
    public static void ExportSceneChunksUI()
    {
        if (string.IsNullOrEmpty(EditorApplication.currentScene))
        {
            EditorUtility.DisplayDialog("Export Error", "Cannot export from a scene that's never been saved.", "Ok");
        }

        if (!SECTR_VC.CheckOut(EditorApplication.currentScene))
        {
            EditorUtility.DisplayDialog("Export Error", "Could not check out " + EditorApplication.currentScene + ". Export aborted.", "Ok");
            return;
        }

        string sceneDir;
        string sceneName;
        string exportDir = SECTR_Asset.MakeExportFolder("Chunks", false, out sceneDir, out sceneName);

        if (string.IsNullOrEmpty(exportDir))
        {
            EditorUtility.DisplayDialog("Export Error", "Could not create Chunks folder. Aborting Export.", "Ok");
            return;
        }

        SECTR_Loader[] loaders = (SECTR_Loader[])GameObject.FindObjectsOfType(typeof(SECTR_Loader));
        if (loaders.Length == 0 && !EditorUtility.DisplayDialog("No Loaders", "This scene has no loaders. Are you sure you wish to export?", "Ok", "Cancel"))
        {
            return;
        }

        int backupValue = _ShowBackupPrompt();

        if (backupValue != 1)
        {
            ExportSceneChunks();
            EditorUtility.DisplayDialog("Streaming Export Complete", "If this is the first time you've exported this level since launching Unity, you will need to build the project before you can use the _Streaming level.", "Ok");
        }
    }
    public override void OnInspectorGUI()
    {
        SECTR_Chunk  myChunk  = (SECTR_Chunk)target;
        SECTR_Sector mySector = myChunk.GetComponent <SECTR_Sector>();

        EditorGUILayout.BeginHorizontal();
        bool editMode        = !EditorApplication.isPlaying && !EditorApplication.isPaused;
        bool alreadyExported = myChunk && System.IO.File.Exists(SECTR_Asset.UnityToOSPath(myChunk.NodeName));

        GUI.enabled = editMode;
        if (mySector.Frozen)
        {
            // Import
            if (alreadyExported &&
                GUILayout.Button(new GUIContent("Import", "Imports this Sector into the scene.")))
            {
                modiferMode = ModifierMode.Import;
            }
            // Export
            GUI.enabled = false;
            GUILayout.Button(new GUIContent("Export", "Exports this Sector into a Chunk scene."));
            GUI.enabled = editMode;
        }
        else
        {
            // Revert
            if (alreadyExported &&
                GUILayout.Button(new GUIContent("Revert", "Discards changes to this Sector.")))
            {
                modiferMode = ModifierMode.Revert;
            }
            // Export
            if (GUILayout.Button(new GUIContent("Export", "Exports this Sector into a Chunk scene.")))
            {
                modiferMode = ModifierMode.Export;
            }
        }
        EditorGUILayout.EndHorizontal();

        base.OnInspectorGUI();

        if (!mySector.Frozen)
        {
            proxyFoldout = EditorGUILayout.Foldout(proxyFoldout, "Proxy Mesh Tool");
            if (proxyFoldout)
            {
                EditorGUILayout.BeginVertical();

                _BuildChildControls(myChunk.transform, true);

                if (GUILayout.Button("Create Proxy Mesh"))
                {
                    Dictionary <Material, List <CombineInstance> > meshHash = new Dictionary <Material, List <CombineInstance> >();
                    Matrix4x4 chunkWorldToLocal = myChunk.transform.worldToLocalMatrix;
                    foreach (Renderer renderer in checkState.Keys)
                    {
                        if (checkState[renderer])
                        {
                            MeshFilter meshFilter   = renderer.GetComponent <MeshFilter>();
                            int        numSubMeshes = meshFilter.sharedMesh.subMeshCount;
                            for (int submeshIndex = 0; submeshIndex < numSubMeshes; ++submeshIndex)
                            {
                                Material material = renderer.sharedMaterials[submeshIndex];
                                List <CombineInstance> materialMeshes = null;
                                if (!meshHash.TryGetValue(material, out materialMeshes))
                                {
                                    materialMeshes     = new List <CombineInstance>();
                                    meshHash[material] = materialMeshes;
                                }

                                CombineInstance instance = new CombineInstance();
                                instance.transform    = chunkWorldToLocal * renderer.transform.localToWorldMatrix;
                                instance.mesh         = renderer.GetComponent <MeshFilter>().sharedMesh;
                                instance.subMeshIndex = submeshIndex;
                                materialMeshes.Add(instance);
                            }
                        }
                    }
                    if (meshHash.Count > 0)
                    {
                        List <CombineInstance> combinedMeshes    = new List <CombineInstance>();
                        List <Material>        combinedMaterials = new List <Material>();
                        foreach (Material material in meshHash.Keys)
                        {
                            CombineInstance instance = new CombineInstance();
                            instance.mesh = new Mesh();
                            instance.mesh.CombineMeshes(meshHash[material].ToArray(), true, true);
                            combinedMeshes.Add(instance);
                            combinedMaterials.Add(material);
                        }

                        string sceneDir;
                        string sceneName;
                        string exportFolder = SECTR_Asset.MakeExportFolder("Proxies", false, out sceneDir, out sceneName);
                        myChunk.ProxyMesh = SECTR_Asset.Create <Mesh>(exportFolder, myChunk.name + "_Proxy", new Mesh());
                        myChunk.ProxyMesh.CombineMeshes(combinedMeshes.ToArray(), false, false);
                        myChunk.ProxyMaterials = combinedMaterials.ToArray();

                        int numCombined = combinedMeshes.Count;
                        for (int combinedIndex = 0; combinedIndex < numCombined; ++combinedIndex)
                        {
                            Mesh.DestroyImmediate(combinedMeshes[combinedIndex].mesh);
                        }
                        SECTR_VC.WaitForVC();
                    }
                    else
                    {
                        EditorUtility.DisplayDialog("Proxy Error", "Must have at least one mesh selected to create a proxy.", "Ok");
                    }
                }
                EditorGUILayout.EndVertical();
            }
        }
        GUI.enabled = true;

        if (modiferMode != ModifierMode.None)
        {
            EditorApplication.update += ExportUpdate;
        }
    }
Exemple #7
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    /// Exports all Sectors in the scene. Safe to call from the command line.
    public static void ExportSceneChunks()
    {
        // Create a progress bar, because we're friendly like that.
        string progressTitle = "Chunking Level For Streaming";

        EditorUtility.DisplayProgressBar(progressTitle, "Preparing", 0);

        List <EditorBuildSettingsScene> sceneSettings     = new List <EditorBuildSettingsScene>(EditorBuildSettings.scenes);
        EditorBuildSettingsScene        rootSceneSettings = new EditorBuildSettingsScene(EditorApplication.currentScene, true);
        bool sceneExists = false;

        foreach (EditorBuildSettingsScene oldScene in sceneSettings)
        {
            if (oldScene.path == EditorApplication.currentScene)
            {
                sceneExists      = true;
                oldScene.enabled = true;
                break;
            }
        }
        if (!sceneExists)
        {
            sceneSettings.Add(rootSceneSettings);
            EditorBuildSettings.scenes = sceneSettings.ToArray();
        }

        // Export each sector to an individual file.
        // Inner loop reloads the scene, and Sector creation order is not deterministic,
        // so it requires multiple passes through the list.
        int numSectors      = SECTR_Sector.All.Count;
        int progress        = 0;
        int unfrozenSectors = 0;

        // Figure out how many sectors we should be exporting.
        for (int sectorIndex = 0; sectorIndex < numSectors; ++sectorIndex)
        {
            SECTR_Sector sector = SECTR_Sector.All[sectorIndex];
            if (!sector.Frozen)
            {
                ++unfrozenSectors;
            }
        }

        while (progress < unfrozenSectors)
        {
            for (int sectorIndex = 0; sectorIndex < numSectors; ++sectorIndex)
            {
                SECTR_Sector sector = SECTR_Sector.All[sectorIndex];
                if (!sector.Frozen)
                {
                    EditorUtility.DisplayProgressBar(progressTitle, "Exporting " + sector.name, (float)progress / (float)unfrozenSectors);
                    ExportToChunk(sector);
                    ++progress;
                }
            }
        }

        EditorApplication.SaveScene();
        SECTR_VC.WaitForVC();

        // Cleanup
        EditorUtility.ClearProgressBar();
    }
Exemple #8
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    /// Exports the specific Sector into an external level file, deleting the current scene copy in the process. Safe to call from command line.
    /// <param name="sector">The Sector to export.</param>
    /// <returns>Returns true if Sector was successfully exported, false otherwise.</returns>
    public static bool ExportToChunk(SECTR_Sector sector)
    {
        if (string.IsNullOrEmpty(EditorApplication.currentScene))
        {
            Debug.LogError("Scene must be saved befor export.");
            return(false);
        }

        if (sector == null)
        {
            Debug.LogError("Cannot export null Sector.");
            return(false);
        }

        if (!sector.gameObject.activeInHierarchy)
        {
            Debug.LogError("Cannot export inactive Sectors.");
            return(false);
        }

        if (!sector.gameObject.isStatic)
        {
            Debug.Log("Skipping export of dynamic sector" + sector.name + ".");
            return(true);
        }

        if (sector.Frozen)
        {
            // Already exported
            Debug.Log("Skipping frozen sector " + sector.name);
            return(true);
        }

        string sceneDir;
        string sceneName;
        string exportDir = SECTR_Asset.MakeExportFolder("Chunks", false, out sceneDir, out sceneName);

        if (string.IsNullOrEmpty(exportDir))
        {
            Debug.LogError("Could not create Chunks folder.");
            return(false);
        }

        // Delete the previous export, if there is one.
        // Prevents duplicate names piling up.
        SECTR_Chunk oldChunk = sector.GetComponent <SECTR_Chunk>();

        if (oldChunk)
        {
            AssetDatabase.DeleteAsset(oldChunk.NodeName);
            SECTR_VC.WaitForVC();
        }

        // Sectors are not guaranteed to be uniquely named, so always generate a unique name.
        string originalSectorName = sector.name;
        string newAssetPath       = AssetDatabase.GenerateUniqueAssetPath(exportDir + sceneName + "_" + originalSectorName + ".unity");

        sector.name = newAssetPath;

        // Make sure the current scene is saved, preserving all changes.
        EditorApplication.SaveScene();
        SECTR_VC.WaitForVC();

        string originalScene = EditorApplication.currentScene;
        List <EditorBuildSettingsScene> sceneSettings = new List <EditorBuildSettingsScene>(EditorBuildSettings.scenes);

        // SaveScene can cause crashes w/ version control, so we work around it with a copy.
        AssetDatabase.CopyAsset(originalScene, newAssetPath);
        SECTR_VC.WaitForVC();

        EditorApplication.OpenScene(newAssetPath);
        SECTR_VC.WaitForVC();

        sector = _FindSectorByName(newAssetPath);

        // Make sure to force update all members so that membership info is correct.
        List <SECTR_Member> allMembers = FindAllOfType <SECTR_Member>();

        for (int memberIndex = 0; memberIndex < allMembers.Count; ++memberIndex)
        {
            allMembers[memberIndex].ForceUpdate(true);
        }

        // Multi-sector members need to stay in the master scene.
        foreach (SECTR_Member member in allMembers)
        {
            if (member.Sectors.Count > 1 && member.transform.IsChildOf(sector.transform))
            {
                bool unparentMember = true;

                // Only affect the first member in the hierarchy below the sector
                Transform parent = member.transform.parent;
                while (parent != sector.transform)
                {
                    if (parent.GetComponent <SECTR_Member>() != null)
                    {
                        unparentMember = false;
                        break;
                    }
                    parent = parent.parent;
                }

                if (unparentMember)
                {
                    if (PrefabUtility.GetPrefabType(sector.gameObject) != PrefabType.None)
                    {
                        Debug.LogWarning("Export is unparenting shared member " + member.name + " from prefab Sector " + sector.name + ". This will break the prefab.");
                    }
                    member.transform.parent = null;
                }
            }
        }

        // Unparent the sector from anything
        sector.transform.parent = null;

        // Any children of this sector should be exported.
        // The rest should be destroyed.
        List <Transform> allXforms = FindAllOfType <Transform>();

#if !UNITY_STREAM_ENLIGHTEN
        List <int> referencedLightmaps = new List <int>(LightmapSettings.lightmaps.Length);
#endif
        foreach (Transform transform in allXforms)
        {
            if (transform && transform.IsChildOf(sector.transform))
            {
#if !UNITY_STREAM_ENLIGHTEN
                Renderer childRenderer = transform.GetComponent <Renderer>();
                if (childRenderer && childRenderer.lightmapIndex >= 0 && !referencedLightmaps.Contains(childRenderer.lightmapIndex))
                {
                    referencedLightmaps.Add(childRenderer.lightmapIndex);
                }

                Terrain childTerrain = transform.GetComponent <Terrain>();;
                if (childTerrain && childTerrain.lightmapIndex >= 0 && !referencedLightmaps.Contains(childTerrain.lightmapIndex))
                {
                    referencedLightmaps.Add(childTerrain.lightmapIndex);
                }
#endif
            }
            else if (transform)
            {
                GameObject.DestroyImmediate(transform.gameObject);
            }
        }

#if !UNITY_STREAM_ENLIGHTEN
        if (referencedLightmaps.Count > 0)
        {
            SECTR_LightmapRef newRef = sector.GetComponent <SECTR_LightmapRef>();
            if (!newRef)
            {
                newRef = sector.gameObject.AddComponent <SECTR_LightmapRef>();
            }
            newRef.ReferenceLightmaps(referencedLightmaps);
        }

        // Nuke global data like nav meshes and lightmaps
        // Lightmap indexes will be preserved on export.
        NavMeshBuilder.ClearAllNavMeshes();
#if !UNITY_4
        SerializedObject   serialObj    = new SerializedObject(GameObject.FindObjectOfType <LightmapSettings>());
        SerializedProperty snapshotProp = serialObj.FindProperty("m_LightmapSnapshot");
        snapshotProp.objectReferenceValue = null;
        serialObj.ApplyModifiedProperties();
#endif
        LightmapSettings.lightmaps   = new LightmapData[0];
        LightmapSettings.lightProbes = new LightProbes();
#endif

        GameObject     dummyParent = new GameObject(newAssetPath);
        SECTR_ChunkRef chunkRef    = dummyParent.AddComponent <SECTR_ChunkRef>();
        chunkRef.RealSector     = sector.transform;
        sector.transform.parent = dummyParent.transform;

        // If the sector has a chunk marked for re-use, perform some special work.
        SECTR_Chunk originalChunk = sector.GetComponent <SECTR_Chunk>();
        if (originalChunk && originalChunk.ExportForReuse)
        {
            chunkRef.Recentered            = true;
            sector.transform.localPosition = Vector3.zero;
            sector.transform.localRotation = Quaternion.identity;
            sector.transform.localScale    = Vector3.one;
            sector.gameObject.SetActive(false);
        }

        // Rename the real chunk root with a clear name.
        sector.name = originalSectorName + "_Chunk";

        // Strip off any functional objects that will be preserved in the root scene.
        // Destroy the chunk first because it has dependencies on Sector.
        GameObject.DestroyImmediate(originalChunk);
        Component[] components = sector.GetComponents <Component>();
        foreach (Component component in components)
        {
            if (component.GetType().IsSubclassOf(typeof(MonoBehaviour)) &&
                component.GetType() != typeof(Terrain) && component.GetType() != typeof(SECTR_LightmapRef))
            {
                GameObject.DestroyImmediate(component);
            }
        }

        // Re-add a member that will persist all of the references and save us work post load.
        SECTR_Member refMember = chunkRef.RealSector.gameObject.AddComponent <SECTR_Member>();
        refMember.NeverJoin        = true;
        refMember.BoundsUpdateMode = SECTR_Member.BoundsUpdateModes.Static;
        refMember.ForceUpdate(true);

        // Save scene and append it to the build settings.
        EditorApplication.SaveScene();
        SECTR_VC.WaitForVC();

        EditorBuildSettingsScene sectorSceneSettings = new EditorBuildSettingsScene(newAssetPath, true);
        bool sceneExists = false;
        foreach (EditorBuildSettingsScene oldScene in sceneSettings)
        {
            if (oldScene.path == newAssetPath)
            {
                sceneExists      = true;
                oldScene.enabled = true;
                break;
            }
        }
        if (!sceneExists)
        {
            sceneSettings.Add(sectorSceneSettings);
        }
        string[] pathParts  = newAssetPath.Split('/');
        string   sectorPath = pathParts[pathParts.Length - 1].Replace(".unity", "");

        // Update the master scene with exported info.
        EditorApplication.OpenScene(originalScene);
        SECTR_VC.WaitForVC();

        sector      = _FindSectorByName(newAssetPath);
        sector.name = originalSectorName;

        DeleteExportedSector(sector);

        // Make sure Sectors has a Chunk
        SECTR_Chunk newChunk = sector.GetComponent <SECTR_Chunk>();
        if (!newChunk)
        {
            newChunk = sector.gameObject.AddComponent <SECTR_Chunk>();
        }
        newChunk.ScenePath = sectorPath;
        newChunk.NodeName  = newAssetPath;
        newChunk.enabled   = true;

        // Disable a TerrainComposer node if there is one.
        MonoBehaviour terrainNeighbors = sector.GetComponent("TerrainNeighbors") as MonoBehaviour;

        if (terrainNeighbors)
        {
            terrainNeighbors.enabled = false;
        }

        // Save off the accumulated build settings
        EditorBuildSettings.scenes = sceneSettings.ToArray();
        AssetDatabase.Refresh();

        EditorApplication.SaveScene();
        SECTR_VC.WaitForVC();

        return(true);
    }
Exemple #9
0
    public static void SectorizeTerrain(Terrain terrain, int sectorsWidth, int sectorsLength, int sectorsHeight, bool splitTerrain, bool createPortalGeo, bool includeStatic, bool includeDynamic)
    {
        if (!terrain)
        {
            Debug.LogWarning("Cannot sectorize null terrain.");
            return;
        }

        if (terrain.transform.root.GetComponentsInChildren <SECTR_Sector>().Length > 0)
        {
            Debug.LogWarning("Cannot sectorize terrain that is already part of a Sector.");
        }

        string undoString = "Sectorized " + terrain.name;

        if (sectorsWidth == 1 && sectorsLength == 1)
        {
            SECTR_Sector newSector = terrain.gameObject.AddComponent <SECTR_Sector>();
            SECTR_Undo.Created(newSector, undoString);
            newSector.ForceUpdate(true);
            return;
        }

        if (splitTerrain && (!Mathf.IsPowerOfTwo(sectorsWidth) || !Mathf.IsPowerOfTwo(sectorsLength)))
        {
            Debug.LogWarning("Splitting terrain requires power of two sectors in width and length.");
            splitTerrain = false;
        }
        else if (splitTerrain && sectorsWidth != sectorsLength)
        {
            Debug.LogWarning("Splitting terrain requires same number of sectors in width and length.");
            splitTerrain = false;
        }

        int     terrainLayer = terrain.gameObject.layer;
        Vector3 terrainSize  = terrain.terrainData.size;
        float   sectorWidth  = terrainSize.x / sectorsWidth;
        float   sectorHeight = terrainSize.y / sectorsHeight;
        float   sectorLength = terrainSize.z / sectorsLength;

        int heightmapWidth  = (terrain.terrainData.heightmapWidth / sectorsWidth);
        int heightmapLength = (terrain.terrainData.heightmapHeight / sectorsLength);
        int alphaWidth      = terrain.terrainData.alphamapWidth / sectorsWidth;
        int alphaLength     = terrain.terrainData.alphamapHeight / sectorsLength;
        int detailWidth     = terrain.terrainData.detailWidth / sectorsWidth;
        int detailLength    = terrain.terrainData.detailHeight / sectorsLength;

        string sceneDir     = "";
        string sceneName    = "";
        string exportFolder = splitTerrain ? SECTR_Asset.MakeExportFolder("TerrainSplits", false, out sceneDir, out sceneName) : "";

        Transform baseTransform = null;

        if (splitTerrain)
        {
            GameObject baseObject = new GameObject(terrain.name);
            baseTransform = baseObject.transform;
            SECTR_Undo.Created(baseObject, undoString);
        }

        List <Transform> rootTransforms = new List <Transform>();
        List <Bounds>    rootBounds     = new List <Bounds>();

        _GetRoots(includeStatic, includeDynamic, rootTransforms, rootBounds);

        // Create Sectors
        string progressTitle   = "Sectorizing Terrain";
        int    progressCounter = 0;

        EditorUtility.DisplayProgressBar(progressTitle, "Preparing", 0);

        SECTR_Sector[,,] newSectors = new SECTR_Sector[sectorsWidth, sectorsLength, sectorsHeight];
        Terrain[,] newTerrains      = splitTerrain ? new Terrain[sectorsWidth, sectorsLength] : null;
        for (int widthIndex = 0; widthIndex < sectorsWidth; ++widthIndex)
        {
            for (int lengthIndex = 0; lengthIndex < sectorsLength; ++lengthIndex)
            {
                for (int heightIndex = 0; heightIndex < sectorsHeight; ++heightIndex)
                {
                    string newName = terrain.name + " " + widthIndex + "-" + lengthIndex + "-" + heightIndex;

                    EditorUtility.DisplayProgressBar(progressTitle, "Creating sector " + newName, progressCounter++ / (float)(sectorsWidth * sectorsLength * sectorsHeight));

                    GameObject newSectorObject = new GameObject("SECTR " + newName + " Sector");
                    newSectorObject.transform.parent = baseTransform;
                    Vector3 sectorCorner = new Vector3(widthIndex * sectorWidth,
                                                       heightIndex * sectorHeight,
                                                       lengthIndex * sectorLength) + terrain.transform.position;
                    newSectorObject.transform.position = sectorCorner;
                    newSectorObject.isStatic           = true;
                    SECTR_Sector newSector = newSectorObject.AddComponent <SECTR_Sector>();
                    newSector.OverrideBounds = !splitTerrain && (sectorsWidth > 1 || sectorsLength > 1);
                    newSector.BoundsOverride = new Bounds(sectorCorner + new Vector3(sectorWidth * 0.5f, sectorHeight * 0.5f, sectorLength * 0.5f),
                                                          new Vector3(sectorWidth, sectorHeight, sectorLength));
                    newSectors[widthIndex, lengthIndex, heightIndex] = newSector;

                    if (splitTerrain && heightIndex == 0)
                    {
                        GameObject newTerrainObject = new GameObject(newName + " Terrain");
                        newTerrainObject.layer                   = terrainLayer;
                        newTerrainObject.tag                     = terrain.tag;
                        newTerrainObject.transform.parent        = newSectorObject.transform;
                        newTerrainObject.transform.localPosition = Vector3.zero;
                        newTerrainObject.transform.localRotation = Quaternion.identity;
                        newTerrainObject.transform.localScale    = Vector3.one;
                        newTerrainObject.isStatic                = true;
                        Terrain newTerrain = newTerrainObject.AddComponent <Terrain>();
                        newTerrain.terrainData = SECTR_Asset.Create <TerrainData>(exportFolder, newName, new TerrainData());
                        EditorUtility.SetDirty(newTerrain.terrainData);
                        SECTR_VC.WaitForVC();

                        // Copy properties
                        // Basic terrain properties
                        newTerrain.editorRenderFlags   = terrain.editorRenderFlags;
                        newTerrain.castShadows         = terrain.castShadows;
                        newTerrain.heightmapMaximumLOD = terrain.heightmapMaximumLOD;
                        newTerrain.heightmapPixelError = terrain.heightmapPixelError;
                        newTerrain.lightmapIndex       = -1;                   // Can't set lightmap UVs on terrain.
                        newTerrain.materialTemplate    = terrain.materialTemplate;
                                                #if !UNITY_4
                        newTerrain.bakeLightProbesForTrees = terrain.bakeLightProbesForTrees;
                        newTerrain.legacyShininess         = terrain.legacyShininess;
                        newTerrain.legacySpecular          = terrain.legacySpecular;
                                                #endif

                        // Copy geometric data
                        int heightmapBaseX  = widthIndex * heightmapWidth;
                        int heightmapBaseY  = lengthIndex * heightmapLength;
                        int heightmapWidthX = heightmapWidth + (sectorsWidth > 1 ? 1 : 0);
                        int heightmapWidthY = heightmapLength + (sectorsLength > 1 ? 1 : 0);
                        newTerrain.terrainData.heightmapResolution = terrain.terrainData.heightmapResolution / sectorsWidth;
                        newTerrain.terrainData.size = new Vector3(sectorWidth, terrainSize.y, sectorLength);
                        newTerrain.terrainData.SetHeights(0, 0, terrain.terrainData.GetHeights(heightmapBaseX, heightmapBaseY, heightmapWidthX, heightmapWidthY));
                                                #if !UNITY_4
                        newTerrain.terrainData.thickness = terrain.terrainData.thickness;
                                                #endif

                        // Copy alpha maps
                        int alphaBaseX = alphaWidth * widthIndex;
                        int alphaBaseY = alphaLength * lengthIndex;
                        newTerrain.terrainData.splatPrototypes    = terrain.terrainData.splatPrototypes;
                        newTerrain.basemapDistance                = terrain.basemapDistance;
                        newTerrain.terrainData.baseMapResolution  = terrain.terrainData.baseMapResolution / sectorsWidth;
                        newTerrain.terrainData.alphamapResolution = terrain.terrainData.alphamapResolution / sectorsWidth;
                        newTerrain.terrainData.SetAlphamaps(0, 0, terrain.terrainData.GetAlphamaps(alphaBaseX, alphaBaseY, alphaWidth, alphaLength));

                        // Copy detail info
                        newTerrain.detailObjectDensity          = terrain.detailObjectDensity;
                        newTerrain.detailObjectDistance         = terrain.detailObjectDistance;
                        newTerrain.terrainData.detailPrototypes = terrain.terrainData.detailPrototypes;
                        newTerrain.terrainData.SetDetailResolution(terrain.terrainData.detailResolution / sectorsWidth, 8);                         // TODO: extract detailResolutionPerPatch
                                                #if !UNITY_4
                        newTerrain.collectDetailPatches = terrain.collectDetailPatches;
                                                #endif

                        int detailBaseX = detailWidth * widthIndex;
                        int detailBaseY = detailLength * lengthIndex;
                        int numLayers   = terrain.terrainData.detailPrototypes.Length;
                        for (int layer = 0; layer < numLayers; ++layer)
                        {
                            newTerrain.terrainData.SetDetailLayer(0, 0, layer, terrain.terrainData.GetDetailLayer(detailBaseX, detailBaseY, detailWidth, detailLength, layer));
                        }

                        // Copy grass and trees
                        newTerrain.terrainData.wavingGrassAmount   = terrain.terrainData.wavingGrassAmount;
                        newTerrain.terrainData.wavingGrassSpeed    = terrain.terrainData.wavingGrassSpeed;
                        newTerrain.terrainData.wavingGrassStrength = terrain.terrainData.wavingGrassStrength;
                        newTerrain.terrainData.wavingGrassTint     = terrain.terrainData.wavingGrassTint;
                        newTerrain.treeBillboardDistance           = terrain.treeBillboardDistance;
                        newTerrain.treeCrossFadeLength             = terrain.treeCrossFadeLength;
                        newTerrain.treeDistance               = terrain.treeDistance;
                        newTerrain.treeMaximumFullLODCount    = terrain.treeMaximumFullLODCount;
                        newTerrain.terrainData.treePrototypes = terrain.terrainData.treePrototypes;
                        newTerrain.terrainData.RefreshPrototypes();

                        foreach (TreeInstance treeInstace in terrain.terrainData.treeInstances)
                        {
                            if (treeInstace.prototypeIndex >= 0 && treeInstace.prototypeIndex < newTerrain.terrainData.treePrototypes.Length &&
                                newTerrain.terrainData.treePrototypes[treeInstace.prototypeIndex].prefab)
                            {
                                Vector3 worldSpaceTreePos = Vector3.Scale(treeInstace.position, terrainSize) + terrain.transform.position;
                                if (newSector.BoundsOverride.Contains(worldSpaceTreePos))
                                {
                                    Vector3 localSpaceTreePos = new Vector3((worldSpaceTreePos.x - newTerrain.transform.position.x) / sectorWidth,
                                                                            treeInstace.position.y,
                                                                            (worldSpaceTreePos.z - newTerrain.transform.position.z) / sectorLength);
                                    TreeInstance newInstance = treeInstace;
                                    newInstance.position = localSpaceTreePos;
                                    newTerrain.AddTreeInstance(newInstance);
                                }
                            }
                        }

                        // Copy physics
                                                #if UNITY_4_LATE
                        newTerrain.terrainData.physicMaterial = terrain.terrainData.physicMaterial;
                                                #endif

                        // Force terrain to rebuild
                        newTerrain.Flush();

                        UnityEditor.EditorUtility.SetDirty(newTerrain.terrainData);
                        SECTR_VC.WaitForVC();
                        newTerrain.enabled = false;
                        newTerrain.enabled = true;

                        TerrainCollider terrainCollider = terrain.GetComponent <TerrainCollider>();
                        if (terrainCollider)
                        {
                            TerrainCollider newCollider = newTerrainObject.AddComponent <TerrainCollider>();
                                                        #if !UNITY_4_LATE
                            newCollider.sharedMaterial = terrainCollider.sharedMaterial;
                                                        #endif
                            newCollider.terrainData = newTerrain.terrainData;
                        }

                        newTerrains[widthIndex, lengthIndex] = newTerrain;
                        SECTR_Undo.Created(newTerrainObject, undoString);
                    }
                    newSector.ForceUpdate(true);
                    SECTR_Undo.Created(newSectorObject, undoString);

                    _Encapsulate(newSector, rootTransforms, rootBounds, undoString);
                }
            }
        }

        // Create portals and neighbors
        progressCounter = 0;
        for (int widthIndex = 0; widthIndex < sectorsWidth; ++widthIndex)
        {
            for (int lengthIndex = 0; lengthIndex < sectorsLength; ++lengthIndex)
            {
                for (int heightIndex = 0; heightIndex < sectorsHeight; ++heightIndex)
                {
                    EditorUtility.DisplayProgressBar(progressTitle, "Creating portals...", progressCounter++ / (float)(sectorsWidth * sectorsLength * sectorsHeight));

                    if (widthIndex < sectorsWidth - 1)
                    {
                        _CreatePortal(createPortalGeo, newSectors[widthIndex + 1, lengthIndex, heightIndex], newSectors[widthIndex, lengthIndex, heightIndex], baseTransform, undoString);
                    }

                    if (lengthIndex < sectorsLength - 1)
                    {
                        _CreatePortal(createPortalGeo, newSectors[widthIndex, lengthIndex + 1, heightIndex], newSectors[widthIndex, lengthIndex, heightIndex], baseTransform, undoString);
                    }

                    if (heightIndex > 0)
                    {
                        _CreatePortal(createPortalGeo, newSectors[widthIndex, lengthIndex, heightIndex], newSectors[widthIndex, lengthIndex, heightIndex - 1], baseTransform, undoString);
                    }
                }
            }
        }

        if (splitTerrain)
        {
            progressCounter = 0;
            for (int widthIndex = 0; widthIndex < sectorsWidth; ++widthIndex)
            {
                for (int lengthIndex = 0; lengthIndex < sectorsLength; ++lengthIndex)
                {
                    EditorUtility.DisplayProgressBar(progressTitle, "Smoothing split terrain...", progressCounter++ / (float)(sectorsWidth * sectorsLength * sectorsHeight));

                    // Blend together the seams of the alpha maps, which requires
                    // going through all of the mip maps of all of the layer textures.
                    // We have to blend here rather than when we set the alpha data (above)
                    // because Unity computes mips and we need to blend all of the mips.
                    Terrain newTerrain = newTerrains[widthIndex, lengthIndex];

                    SECTR_Sector terrainSector = newSectors[widthIndex, lengthIndex, 0];
                    terrainSector.LeftTerrain   = widthIndex > 0 ? newSectors[widthIndex - 1, lengthIndex, 0] : null;
                    terrainSector.RightTerrain  = widthIndex < sectorsWidth - 1 ? newSectors[widthIndex + 1, lengthIndex, 0] : null;
                    terrainSector.BottomTerrain = lengthIndex > 0 ? newSectors[widthIndex, lengthIndex - 1, 0] : null;
                    terrainSector.TopTerrain    = lengthIndex < sectorsLength - 1 ? newSectors[widthIndex, lengthIndex + 1, 0] : null;
                    terrainSector.ConnectTerrainNeighbors();

                    // Use reflection trickery to get at the raw texture values.
                    System.Reflection.PropertyInfo alphamapProperty = newTerrain.terrainData.GetType().GetProperty("alphamapTextures",
                                                                                                                   System.Reflection.BindingFlags.NonPublic |
                                                                                                                   System.Reflection.BindingFlags.Public |
                                                                                                                   System.Reflection.BindingFlags.Instance |
                                                                                                                   System.Reflection.BindingFlags.Static);
                    // Get the texture we'll write into
                    Texture2D[] alphaTextures = (Texture2D[])alphamapProperty.GetValue(newTerrain.terrainData, null);
                    int         numTextures   = alphaTextures.Length;

                    // Get the textures we'll read from
                    Texture2D[] leftNeighborTextures   = terrainSector.LeftTerrain != null ? (Texture2D[])alphamapProperty.GetValue(newTerrains[widthIndex - 1, lengthIndex].terrainData, null) : null;
                    Texture2D[] rightNeighborTextures  = terrainSector.RightTerrain != null ? (Texture2D[])alphamapProperty.GetValue(newTerrains[widthIndex + 1, lengthIndex].terrainData, null) : null;
                    Texture2D[] topNeighborTextures    = terrainSector.TopTerrain != null ? (Texture2D[])alphamapProperty.GetValue(newTerrains[widthIndex, lengthIndex + 1].terrainData, null) : null;
                    Texture2D[] bottomNeighborTextures = terrainSector.BottomTerrain != null ? (Texture2D[])alphamapProperty.GetValue(newTerrains[widthIndex, lengthIndex - 1].terrainData, null) : null;

                    for (int textureIndex = 0; textureIndex < numTextures; ++textureIndex)
                    {
                        Texture2D alphaTexture  = alphaTextures[textureIndex];
                        Texture2D leftTexture   = leftNeighborTextures != null ? leftNeighborTextures[textureIndex] : null;
                        Texture2D rightTexture  = rightNeighborTextures != null ? rightNeighborTextures[textureIndex] : null;
                        Texture2D topTexture    = topNeighborTextures != null ? topNeighborTextures[textureIndex] : null;
                        Texture2D bottomTexture = bottomNeighborTextures != null ? bottomNeighborTextures[textureIndex] : null;
                        int       numMips       = alphaTexture.mipmapCount;
                        for (int mipIndex = 0; mipIndex < numMips; ++mipIndex)
                        {
                            Color[] alphaTexels = alphaTexture.GetPixels(mipIndex);
                            int     width       = (int)Mathf.Sqrt(alphaTexels.Length);
                            int     height      = width;
                            for (int texelWidthIndex = 0; texelWidthIndex < width; ++texelWidthIndex)
                            {
                                for (int texelHeightIndex = 0; texelHeightIndex < height; ++texelHeightIndex)
                                {
                                    // We can take advantage of the build order to average on the leading edges (right and top)
                                    // and then copy form the trailing edges (left and bottom)
                                    if (texelWidthIndex == 0 && leftTexture)
                                    {
                                        Color[] neighborTexels = leftTexture.GetPixels(mipIndex);
                                        alphaTexels[texelWidthIndex + texelHeightIndex * width] = neighborTexels[(width - 1) + (texelHeightIndex * width)];
                                    }
                                    else if (texelWidthIndex == width - 1 && rightTexture)
                                    {
                                        Color[] neighborTexels = rightTexture.GetPixels(mipIndex);
                                        alphaTexels[texelWidthIndex + texelHeightIndex * width] += neighborTexels[0 + (texelHeightIndex * width)];
                                        alphaTexels[texelWidthIndex + texelHeightIndex * width] *= 0.5f;
                                    }
                                    else if (texelHeightIndex == 0 && bottomTexture)
                                    {
                                        Color[] neighborTexels = bottomTexture.GetPixels(mipIndex);
                                        alphaTexels[texelWidthIndex + texelHeightIndex * width] = neighborTexels[texelWidthIndex + ((height - 1) * width)];
                                    }
                                    else if (texelHeightIndex == height - 1 && topTexture)
                                    {
                                        Color[] neighborTexels = topTexture.GetPixels(mipIndex);
                                        alphaTexels[texelWidthIndex + texelHeightIndex * width] += neighborTexels[texelWidthIndex + (0 * width)];
                                        alphaTexels[texelWidthIndex + texelHeightIndex * width] *= 0.5f;
                                    }
                                }
                            }
                            alphaTexture.SetPixels(alphaTexels, mipIndex);
                        }
                        alphaTexture.wrapMode = TextureWrapMode.Clamp;
                        alphaTexture.Apply(false);
                    }

                    newTerrain.Flush();
                }
            }
        }

        EditorUtility.ClearProgressBar();

        // destroy original terrain
        if (splitTerrain)
        {
            SECTR_Undo.Destroy(terrain.gameObject, undoString);
        }
    }