Is there in fact a fast way to get the Terrain "under you" - so as to
then use the fast function .sampleHeight ?
Yes, it can be done.
(Or indeed, is sampleHeight just a fairly useless demo function,
usable only in demos with one Terrain?)
No
There is Terrain.activeTerrain
which returns the main terrain in the scene. There is also Terrain.activeTerrains
(notice the "s" at the end) which returns active terrains in the scene.
Obtain the terrains with Terrain.activeTerrains
which returns Terrain
array then use Terrain.GetPosition
function to obtain its position. Get the current terrain by finding the closest terrain from the player's position. You can do this by sorting the terrain position, using Vector3.Distance
or Vector3.sqrMagnitude
(faster).
Terrain GetClosestCurrentTerrain(Vector3 playerPos)
{
//Get all terrain
Terrain[] terrains = Terrain.activeTerrains;
//Make sure that terrains length is ok
if (terrains.Length == 0)
return null;
//If just one, return that one terrain
if (terrains.Length == 1)
return terrains[0];
//Get the closest one to the player
float lowDist = (terrains[0].GetPosition() - playerPos).sqrMagnitude;
var terrainIndex = 0;
for (int i = 1; i < terrains.Length; i++)
{
Terrain terrain = terrains[i];
Vector3 terrainPos = terrain.GetPosition();
//Find the distance and check if it is lower than the last one then store it
var dist = (terrainPos - playerPos).sqrMagnitude;
if (dist < lowDist)
{
lowDist = dist;
terrainIndex = i;
}
}
return terrains[terrainIndex];
}
USAGE:
Assuming that the player's position is transform.position
:
//Get the current terrain
Terrain terrain = GetClosestCurrentTerrain(transform.position);
Vector3 point = new Vector3(0, 0, 0);
//Can now use SampleHeight
float yHeight = terrain.SampleHeight(point);
While it's possible to do it with Terrain.SampleHeight
, this can be simplified with a simple raycast from the player's position down to the Terrain.
Vector3 SampleHeightWithRaycast(Vector3 playerPos)
{
float groundDistOffset = 2f;
RaycastHit hit;
//Raycast down to terrain
if (Physics.Raycast(playerPos, -Vector3.up, out hit))
{
//Get y position
playerPos.y = (hit.point + Vector3.up * groundDistOffset).y;
}
return playerPos;
}