public static GStylizedTerrain CreateStylizedTerrain(GTerrainData srcData = null) { GameObject g = new GameObject("Low Poly Terrain"); g.transform.localPosition = Vector3.zero; g.transform.localRotation = Quaternion.identity; g.transform.localScale = Vector3.one; GTerrainData terrainData = GTerrainData.CreateInstance <GTerrainData>(); terrainData.Reset(); string assetName = "TerrainData_" + terrainData.Id; //AssetDatabase.CreateAsset(terrainData, string.Format("Assets/{0}.asset", assetName)); GUtilities.EnsureDirectoryExists(GGriffinSettings.Instance.DefaultTerrainDataDirectory); AssetDatabase.CreateAsset(terrainData, Path.Combine(GGriffinSettings.Instance.DefaultTerrainDataDirectory, assetName + ".asset")); if (srcData != null) { srcData.CopyTo(terrainData); } Material mat = GGriffinSettings.Instance.WizardSettings.GetClonedMaterial(); if (mat == null && GGriffinSettings.Instance.TerrainDataDefault.Shading.CustomMaterial != null) { mat = Object.Instantiate(GGriffinSettings.Instance.TerrainDataDefault.Shading.CustomMaterial); } if (mat != null) { string matName = "TerrainMaterial_" + terrainData.Id; mat.name = matName; //AssetDatabase.CreateAsset(mat, string.Format("Assets/{0}.mat", matName)); GUtilities.EnsureDirectoryExists(GGriffinSettings.Instance.DefaultTerrainDataDirectory); AssetDatabase.CreateAsset(mat, Path.Combine(GGriffinSettings.Instance.DefaultTerrainDataDirectory, matName + ".mat")); terrainData.Shading.CustomMaterial = mat; } GStylizedTerrain terrain = g.AddComponent <GStylizedTerrain>(); terrain.GroupId = 0; terrain.TerrainData = terrainData; Undo.RegisterCreatedObjectUndo(g, "Creating Low Poly Terrain"); GameObject colliderGO = new GameObject("Tree Collider"); GameObjectUtility.SetParentAndAlign(colliderGO, terrain.gameObject); colliderGO.transform.localPosition = Vector3.zero; colliderGO.transform.localRotation = Quaternion.identity; colliderGO.transform.localScale = Vector3.one; GTreeCollider collider = colliderGO.AddComponent <GTreeCollider>(); collider.Terrain = terrain; GTerrainTools tools = Object.FindObjectOfType <GTerrainTools>(); if (tools == null) { CreateTerrainTools(null); } Selection.activeGameObject = g; return(terrain); }