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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๐ Resources
โซ Footstep sounds I use in my games: https://assetstore.unity.com/packages/audio/sound-fx/foley/all-footsteps-sneaker-edition-89922?_aid=1101l9QvC
โซ Terrain: https://docs.unity3d.com/ScriptReference/Terrain.html
โซ Terrain Data: https://docs.unity3d.com/ScriptReference/TerrainData.html
โซ Terrain Layers: https://docs.unity3d.com/ScriptReference/TerrainLayer.html
โซ Material - https://docs.unity3d.com/ScriptReference/Material.html
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