Automatically generate prefabs.
Planting grass (similar to the grass brushing method of Unity's own terrain)
Add the grass first.
Added the finished interface.
The layer here will recognize the grass layer of the terrain you created, which is as follows:
After adding it, you need to check the resolution of the terrain before automatically generating it, increase it appropriately and then adjust the density.
Since the detail resolution of the terrain is too low, the generated grass is relatively sparse and needs to be adjusted to increase the density. Then go to the grass generation density and adjust it appropriately.
The density of grass is mainly adjusted by these two.
One problem with brushed grass is that when the slope is very large, the grass will be inserted into the terrain. In our own project, when the grass is transferred out, it automatically matches the terrain type.
2. Spanning tree
Mainly an adjustment to the percentage and brushout rate. It still depends on the capacity of the scene.
3. Other plantings are basically the same. . Finally, let’s introduce the planting attribute of object
. Here you can add an instance. The instance selection here is to create a new prefabricated body. This can be modified to fit the land type, planting frequency, etc., and there are many adjustable parameters.