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https://assetstore.unity.com/packages/3d/environments/landscapes/lowpoly-style-free-rocks-and-plants-145133

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AmazingAssets.TerrainToMesh.Example
{
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class ExportDetailMesh : MonoBehaviour
{
public TerrainData terrainData;
public int vertexCountHorizontal = 100;
public int vertexCountVertical = 100;
void Start()
{
if (terrainData == null)
return;
//1. Export mesh from terrain////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh);
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
//2. Create material////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
string shaderName = TerrainToMeshConstants.shaderUnityDefault; //Default shader based on used render pipeline
Material material = new Material(Shader.Find(shaderName));
GetComponent<Renderer>().sharedMaterial = material;
//3. Export grass//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
DetailPrototypesData[] detailPrototypesData = terrainData.TerrainToMesh().ExportDetailMeshData(vertexCountHorizontal, vertexCountVertical, 1, 1, 8, 1);
for (int t = 0; t < detailPrototypesData.Length; t++)
{
for (int p = 0; p < detailPrototypesData[t].position.Count; p++)
{
//Instantiate detail mesh prefab
GameObject detailPrototype = Instantiate(detailPrototypesData[t].detailPrototype.prototype);
//Set position
detailPrototype.transform.position = detailPrototypesData[t].position[p];
//Add rotation
//detailPrototype.transform.rotation = Quaternion.Euler(0, Random.value * 360, 0);
//Scale
detailPrototype.transform.localScale = detailPrototypesData[t].scale[p];
//Add parent
detailPrototype.transform.SetParent(this.gameObject.transform, false);
}
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AmazingAssets.TerrainToMesh.Example
{
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class ExportGrass : MonoBehaviour
{
public TerrainData terrainData;
public int vertexCountHorizontal = 100;
public int vertexCountVertical = 100;
void Start()
{
if (terrainData == null)
return;
//1. Export mesh from terrain////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh);
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
//2. Create material////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
string shaderName = TerrainToMeshConstants.shaderUnityDefault; //Default shader based on used render pipeline
Material material = new Material(Shader.Find(shaderName));
GetComponent<Renderer>().sharedMaterial = material;
//3. Export grass//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
DetailPrototypesData[] detailPrototypesData = terrainData.TerrainToMesh().ExportGrassData(vertexCountHorizontal, vertexCountVertical, 1, 1, 8, 1);
Mesh grassMesh = TerrainToMeshUtilities.CreateGrassMesh(1); //Create grass quad mesh
Shader grassShader = Shader.Find(TerrainToMeshConstants.shaderGrass); //Simple Mobile/Diffuse shader with Alpha cutout
string mainTexturePropName = TerrainToMeshConstants.materailPropTextureMainTex; //_MainTex property name inside shader.
//Instantiate grass objects
for (int t = 0; t < detailPrototypesData.Length; t++)
{
GameObject grassParent = new GameObject("Grass"); //Used as parent for all current type of grass objects
grassParent.transform.SetParent(this.gameObject.transform, false);
//Each type of grass needs its own material with texture from prototype
Material grassMaterial = new Material(grassShader);
grassMaterial.SetTexture(mainTexturePropName, detailPrototypesData[t].detailPrototype.prototypeTexture);
for (int p = 0; p < detailPrototypesData[t].position.Count; p++)
{
GameObject grass = new GameObject("Grass");
//Use quad mesh for grass
grass.AddComponent<MeshFilter>().sharedMesh = grassMesh;
//Assign material
grass.AddComponent<MeshRenderer>().sharedMaterial = grassMaterial;
//Assign parent
grass.transform.SetParent(grassParent.transform, true);
//Position
grass.transform.localPosition = detailPrototypesData[t].position[p];
//Add random rotation
grass.transform.localRotation = Quaternion.Euler(0, Random.value * 360, 0);
//Scale
grass.transform.localScale = detailPrototypesData[t].scale[p];
}
//After all grass objects of the current type are created, it is better to combine them into one mesh
List<Mesh> combinedMeshes = TerrainToMeshUtilities.CombineGameObjects(grassParent, grassMaterial, "Grass", detailPrototypesData[t].detailPrototype.prototypeTexture.name, UnityEngine.Rendering.IndexFormat.UInt16);
//Bake grass Healthy and Dry color inside vertex color
foreach (var mesh in combinedMeshes)
{
BakeHealthyAndDryColorsInsideVertexColor(mesh, detailPrototypesData[t].detailPrototype);
}
}
}
void BakeHealthyAndDryColorsInsideVertexColor(Mesh mesh, DetailPrototype detailPrototype)
{
Vector3[] vertexPosition = mesh.vertices;
Color[] colors = mesh.colors; //Mesh already contains 'Alpha' value for Top and Bottom position
Color healthyColor = detailPrototype.healthyColor;
healthyColor.a = 1;
Color dryColor = detailPrototype.dryColor;
dryColor.a = 1;
for (int i = 0; i < vertexPosition.Length; i++)
{
float pNoise = Mathf.PerlinNoise(vertexPosition[i].x * detailPrototype.noiseSpread, vertexPosition[i].z * detailPrototype.noiseSpread);
//Multiply with existing color
colors[i] *= Color.Lerp(dryColor, healthyColor, pNoise);
}
mesh.colors = colors;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AmazingAssets.TerrainToMesh.Example
{
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class ExportMesh : MonoBehaviour
{
public TerrainData terrainData;
public int vertexCountHorizontal = 100;
public int vertexCountVertical = 100;
void Start()
{
if (terrainData == null)
return;
//1. Export mesh from terrain////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh);
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
//2. Create material////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
string shaderName = TerrainToMeshConstants.shaderUnityDefault; //Default shader based on used render pipeline
Material material = new Material(Shader.Find(shaderName));
GetComponent<Renderer>().sharedMaterial = material;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AmazingAssets.TerrainToMesh.Example
{
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class ExportMeshAndBasemap : MonoBehaviour
{
public TerrainData terrainData;
public int vertexCountHorizontal = 100;
public int vertexCountVertical = 100;
public int mapsResolution = 512;
public bool exportHoles = false;
void Start()
{
if (terrainData == null)
return;
//1. Export mesh from terrain////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh);
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
//2. Export basemap textures////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Texture2D diffuseTexture = terrainData.TerrainToMesh().ExportBasemapDiffuseTexture(mapsResolution, exportHoles, false); //alpha channel will contain holesmap
Texture2D normalTexture = terrainData.TerrainToMesh().ExportBasemapNormalTexture(mapsResolution, false);
Texture2D maskTexture = null; //Built-in RP terain does not use Maskmaps
if (TerrainToMeshUtilities.GetCurrentRenderPipeline() != TerrainToMeshUtilities.RenderPipeline.Builtin)
maskTexture = terrainData.TerrainToMesh().ExportBasemapMaskTexture(mapsResolution, false); //contains metallic(R), occlusion(G) and smoothness(A)
string shaderName = TerrainToMeshConstants.shaderUnityDefault; //Default shader based on used render pipeline
string mainTexturePropName = TerrainToMeshConstants.materailPropTextureMainTex;
string bumpMapPropName = TerrainToMeshConstants.materailPropTextureBumpMap;
string metallicSmoothnessPropName = TerrainToMeshConstants.materailPropTextureMetallicSmoothnessMap;
//3. Create material and assign exported basemaps/////////////////////////////////////////////////////////////////////////////////////////////////
Material material = new Material(Shader.Find(shaderName));
InitializeMaterial(material);
material.SetTexture(mainTexturePropName, diffuseTexture);
if (normalTexture != null)
{
material.SetTexture(bumpMapPropName, normalTexture);
material.EnableKeyword("_NORMALMAP");
}
if (maskTexture != null)
{
material.SetTexture(metallicSmoothnessPropName, maskTexture);
material.EnableKeyword("_METALLICGLOSSMAP");
}
if(exportHoles)
{
SetupAlphaTest(material);
}
GetComponent<Renderer>().sharedMaterial = material;
}
void InitializeMaterial(Material material)
{
if (TerrainToMeshUtilities.GetCurrentRenderPipeline() == TerrainToMeshUtilities.RenderPipeline.HighDefinition)
{
if (material.HasProperty("_DistortionSrcBlend"))
material.SetFloat("_DistortionSrcBlend", 1);
if (material.HasProperty("_DistortionDstBlend"))
material.SetFloat("_DistortionDstBlend", 1);
if (material.HasProperty("_DistortionBlurSrcBlend"))
material.SetFloat("_DistortionBlurSrcBlend", 1);
if (material.HasProperty("_DistortionBlurDstBlend"))
material.SetFloat("_DistortionBlurDstBlend", 1);
if (material.HasProperty("_StencilWriteMask"))
material.SetFloat("_StencilWriteMask", 6);
if (material.HasProperty("_StencilRefGBuffer"))
material.SetFloat("_StencilRefGBuffer", 10);
if (material.HasProperty("_StencilWriteMaskGBuffer"))
material.SetFloat("_StencilWriteMaskGBuffer", 14);
if (material.HasProperty("_StencilRefDepth"))
material.SetFloat("_StencilRefDepth", 8);
if (material.HasProperty("_StencilRefMV"))
material.SetFloat("_StencilRefMV", 40);
if (material.HasProperty("_StencilWriteMaskMV"))
material.SetFloat("_StencilWriteMaskMV", 40);
if (material.HasProperty("_ZTestDepthEqualForOpaque"))
material.SetFloat("_ZTestDepthEqualForOpaque", 3);
if (material.HasProperty("_ZTestModeDistortion"))
material.SetFloat("_ZTestModeDistortion", 4);
material.EnableKeyword("_NORMALMAP_TANGENT_SPACE");
}
}
void SetupAlphaTest(Material material)
{
material.EnableKeyword("_ALPHATEST_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
switch (TerrainToMeshUtilities.GetCurrentRenderPipeline())
{
case TerrainToMeshUtilities.RenderPipeline.Builtin:
{
if (material.HasProperty("_Mode"))
material.SetFloat("_Mode", 1);
}
break;
case TerrainToMeshUtilities.RenderPipeline.Universal:
{
if (material.HasProperty("_AlphaClip"))
material.SetFloat("_AlphaClip", 1);
}
break;
case TerrainToMeshUtilities.RenderPipeline.HighDefinition:
{
if (material.IsKeywordEnabled("_DISABLE_SSR_TRANSPARENT") == false)
material.EnableKeyword("_DISABLE_SSR_TRANSPARENT");
if (material.HasProperty("_AlphaCutoffEnable"))
material.SetFloat("_AlphaCutoffEnable", 1);
if (material.HasProperty("_ZTestGBuffer"))
material.SetFloat("_ZTestGBuffer", 3);
}
break;
default:
break;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AmazingAssets.TerrainToMesh.Example
{
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class ExportMeshAndBasemapByPositionIndex : MonoBehaviour
{
public TerrainData terrainData;
public int vertexCountHorizontal = 100;
public int vertexCountVertical = 100;
public int mapsResolution = 512;
public bool exportHoles = false;
int chunkCountHorizontal = 4;
int chunkCountVertical = 4;
[Header("Chunk count is 4x4")]
[Range(0, 3)]
public int positionX;
[Range(0, 3)]
public int positionY;
void Start()
{
if (terrainData == null)
return;
//1. Export mesh from terrain by position///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, chunkCountHorizontal, chunkCountVertical, positionX, positionY, true, TerrainToMesh.Normal.CalculateFromMesh);
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
//2. Export basemap textures by position///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Texture2D diffuseTexture = terrainData.TerrainToMesh().ExportBasemapDiffuseTexture(mapsResolution, chunkCountHorizontal, chunkCountVertical, positionX, positionY, exportHoles, false); //alpha channel will contain holesmap
Texture2D normalTexture = terrainData.TerrainToMesh().ExportBasemapNormalTexture(mapsResolution, chunkCountHorizontal, chunkCountVertical, positionX, positionY, false);
Texture2D maskTexture = null; //Built-in RP terain does not use Maskmaps
if(TerrainToMeshUtilities.GetCurrentRenderPipeline() != TerrainToMeshUtilities.RenderPipeline.Builtin)
maskTexture = terrainData.TerrainToMesh().ExportBasemapMaskTexture(mapsResolution, chunkCountHorizontal, chunkCountVertical, positionX, positionY, false); //contains metallic(R), occlusion(G) and smoothness(A)
string shaderName = TerrainToMeshConstants.shaderUnityDefault; //Default shader based on used render pipeline
string mainTexturePropName = TerrainToMeshConstants.materailPropTextureMainTex;
string bumpMapPropName = TerrainToMeshConstants.materailPropTextureBumpMap;
string metallicSmoothnessPropName = TerrainToMeshConstants.materailPropTextureMetallicSmoothnessMap;
//3. Create material and assign exported basemaps/////////////////////////////////////////////////////////////////////////////////////////////////
Material material = new Material(Shader.Find(shaderName));
InitializeMaterial(material);
material.SetTexture(mainTexturePropName, diffuseTexture);
if (normalTexture != null)
{
material.SetTexture(bumpMapPropName, normalTexture);
material.EnableKeyword("_NORMALMAP");
}
if (maskTexture != null)
{
material.SetTexture(metallicSmoothnessPropName, maskTexture);
material.EnableKeyword("_METALLICGLOSSMAP");
}
if (exportHoles)
{
SetupAlphaTest(material);
}
GetComponent<Renderer>().sharedMaterial = material;
}
void InitializeMaterial(Material material)
{
if (TerrainToMeshUtilities.GetCurrentRenderPipeline() == TerrainToMeshUtilities.RenderPipeline.HighDefinition)
{
if (material.HasProperty("_DistortionSrcBlend"))
material.SetFloat("_DistortionSrcBlend", 1);
if (material.HasProperty("_DistortionDstBlend"))
material.SetFloat("_DistortionDstBlend", 1);
if (material.HasProperty("_DistortionBlurSrcBlend"))
material.SetFloat("_DistortionBlurSrcBlend", 1);
if (material.HasProperty("_DistortionBlurDstBlend"))
material.SetFloat("_DistortionBlurDstBlend", 1);
if (material.HasProperty("_StencilWriteMask"))
material.SetFloat("_StencilWriteMask", 6);
if (material.HasProperty("_StencilRefGBuffer"))
material.SetFloat("_StencilRefGBuffer", 10);
if (material.HasProperty("_StencilWriteMaskGBuffer"))
material.SetFloat("_StencilWriteMaskGBuffer", 14);
if (material.HasProperty("_StencilRefDepth"))
material.SetFloat("_StencilRefDepth", 8);
if (material.HasProperty("_StencilRefMV"))
material.SetFloat("_StencilRefMV", 40);
if (material.HasProperty("_StencilWriteMaskMV"))
material.SetFloat("_StencilWriteMaskMV", 40);
if (material.HasProperty("_ZTestDepthEqualForOpaque"))
material.SetFloat("_ZTestDepthEqualForOpaque", 3);
if (material.HasProperty("_ZTestModeDistortion"))
material.SetFloat("_ZTestModeDistortion", 4);
material.EnableKeyword("_NORMALMAP_TANGENT_SPACE");
}
}
void SetupAlphaTest(Material material)
{
material.EnableKeyword("_ALPHATEST_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
switch (TerrainToMeshUtilities.GetCurrentRenderPipeline())
{
case TerrainToMeshUtilities.RenderPipeline.Builtin:
{
if (material.HasProperty("_Mode"))
material.SetFloat("_Mode", 1);
}
break;
case TerrainToMeshUtilities.RenderPipeline.Universal:
{
if (material.HasProperty("_AlphaClip"))
material.SetFloat("_AlphaClip", 1);
}
break;
case TerrainToMeshUtilities.RenderPipeline.HighDefinition:
{
if (material.IsKeywordEnabled("_DISABLE_SSR_TRANSPARENT") == false)
material.EnableKeyword("_DISABLE_SSR_TRANSPARENT");
if (material.HasProperty("_AlphaCutoffEnable"))
material.SetFloat("_AlphaCutoffEnable", 1);
if (material.HasProperty("_ZTestGBuffer"))
material.SetFloat("_ZTestGBuffer", 3);
}
break;
default:
break;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AmazingAssets.TerrainToMesh.Example
{
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class ExportMeshAndSplatmap : MonoBehaviour
{
public TerrainData terrainData;
public int vertexCountHorizontal = 100;
public int vertexCountVertical = 100;
public bool terrainHasHoles = false;
public bool createFallbackTextures;
void Start()
{
if (terrainData == null)
return;
//1. Export mesh with edge fall/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh);
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
//2. Export Splatmap material from terrain/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Material splatmapMaterial = terrainData.TerrainToMesh().ExportSplatmapMaterial(terrainHasHoles);
GetComponent<Renderer>().sharedMaterial = splatmapMaterial;
//3. Fallback for Splatmap material
if (createFallbackTextures)
{
Texture2D fallbackDiffuse = terrainData.TerrainToMesh().ExportBasemapDiffuseTexture(1024, terrainHasHoles, false);
Texture2D fallbackNormal = terrainData.TerrainToMesh().ExportBasemapNormalTexture(1024, false);
splatmapMaterial.SetTexture(TerrainToMeshConstants.materailPropTextureMainTex, fallbackDiffuse);
splatmapMaterial.SetTexture(TerrainToMeshConstants.materailPropTextureBumpMap, fallbackNormal);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AmazingAssets.TerrainToMesh.Example
{
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class ExportMeshWithEdgeFall : MonoBehaviour
{
public TerrainData terrainData;
public int vertexCountHorizontal = 100;
public int vertexCountVertical = 100;
public TerrainToMesh.EdgeFall edgeFall = new EdgeFall(0, true);
public Texture2D edgeFallTexture;
void Start()
{
if (terrainData == null)
return;
//1. Export mesh with edge fall/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh, edgeFall);
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
//2. Create materials////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
string shaderName = TerrainToMeshConstants.shaderUnityDefault; //Default shader based on used render pipeline
string mainTexturePropName = TerrainToMeshConstants.materailPropTextureMainTex; //_MainTex property name inside shader.
Material meshMaterial = new Material(Shader.Find(shaderName)); //Material for main mesh
Material edgeFallMaterial = new Material(Shader.Find(shaderName)); //Material for edge fall (saved in sub-mesh)
edgeFallMaterial.SetTexture(mainTexturePropName, edgeFallTexture);
GetComponent<Renderer>().sharedMaterials = new Material[] { meshMaterial, edgeFallMaterial };
}
}
}

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using UnityEngine;
namespace AmazingAssets.TerrainToMesh.Example
{
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class ExportTrees : MonoBehaviour
{
public TerrainData terrainData;
public int vertexCountHorizontal = 100;
public int vertexCountVertical = 100;
void Start()
{
if (terrainData == null)
return;
//1. Export mesh from terrain////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh);
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
//2. Create material////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
string shaderName = TerrainToMeshConstants.shaderUnityDefault; //Default shader based on used render pipeline
Material material = new Material(Shader.Find(shaderName));
GetComponent<Renderer>().sharedMaterial = material;
//3. Export trees//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
TreePrototypesData[] treePrototypesData = terrainData.TerrainToMesh().ExportTreeData(vertexCountHorizontal, vertexCountVertical, 1, 1);
for (int t = 0; t < treePrototypesData.Length; t++)
{
for (int p = 0; p < treePrototypesData[t].position.Count; p++)
{
//Instantiate tree prefab
GameObject tree = Instantiate(treePrototypesData[t].prefab);
//Set position
tree.transform.position = treePrototypesData[t].position[p];
//Add random rotation
//tree.transform.rotation = Quaternion.Euler(0, Random.value * 360, 0);
//Scale
tree.transform.localScale = treePrototypesData[t].scale[p];
//Add parent
tree.transform.SetParent(this.gameObject.transform, false);
}
}
}
}
}

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