Get Textures Active on a Terrain or Renderer by Simple Footstep System Example




Published: 18 Jan 2022

Learn by example! In this tutorial you will learn how to get the texture(s) active at a given point on a Renderer and a Terrain. We'll construct a primitive footstep system, Raycasting down from the center of a Character Controller and sampling which textures are active at that point.

For the Renderer, it's relatively straightforward. However, Terrains are much more complex. We have to do some math to determine the Terrain position, then consider possibly multiple active textures because the Unity Terrain uses splatmaps to blend textures, allowing multiple textures to be active.


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๐Ÿ“š Resources

โšซ Footstep sounds I use in my games: https://assetstore.unity.com/packages/audio/sound-fx/foley/all-footsteps-sneaker-edition-89922?_aid=1101l9QvC

โšซ Terrain: https://docs.unity3d.com/ScriptReference/Terrain.html

โšซ Terrain Data: https://docs.unity3d.com/ScriptReference/TerrainData.html

โšซ Terrain Layers: https://docs.unity3d.com/ScriptReference/TerrainLayer.html

โšซ Material - https://docs.unity3d.com/ScriptReference/Material.html


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