// Start is called before the first frame update void Start() { terr = Terrain.activeTerrain; textureHeights = new float[Map1.width, Map1.height]; othertextureHeights = new float[Map1.width, Map1.height]; for (int i = 0; i < Map1.width; i++) { for (int j = 0; j < Map1.height; j++) { textureHeights[i, j] = Map1.GetPixel(i, j).r; othertextureHeights[i, j] = Map2.GetPixel(i, j).r; } } heights = terr.terrainData.GetHeights(0, 0, 1 * terr.terrainData.heightmapWidth, 1 * terr.terrainData.heightmapHeight); GenerateATerrain(); alphaMaps = terr.terrainData.GetAlphamaps(0, 0, terr.terrainData.alphamapWidth, terr.terrainData.alphamapHeight); PaintATerrain(); }