My game lets the user modify the terrain at runtime, but now I need to save said terrain. I've tried to directly save the terrain's heightmap to a file, but this takes almost up to two minutes to write for this 513x513 heightmap.
What would be a good way to approach this? Is there any way to optimize the writing speed, or am I approaching this the wrong way?
public static void Save(string pathraw, TerrainData terrain)
{
//Get full directory to save to
System.IO.FileInfo path = new System.IO.FileInfo(Application.persistentDataPath + "/" + pathraw);
path.Directory.Create();
System.IO.File.Delete(path.FullName);
Debug.Log(path);
//Get the width and height of the heightmap, and the heights of the terrain
int w = terrain.heightmapWidth;
int h = terrain.heightmapHeight;
float[,] tData = terrain.GetHeights(0, 0, w, h);
//Write the heights of the terrain to a file
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
//Mathf.Round is to round up the floats to decrease file size, where something like 5.2362534 becomes 5.24
System.IO.File.AppendAllText(path.FullName, (Mathf.Round(tData[x, y] * 100) / 100) + ";");
}
}
}
As a sidenote, the Mathf.Round doesn't seem to influence the saving time too much, if at all.