Specifies the terrain tile of a scatter point. Path to write the generated or copied TerrainData asset to. Path in Unity project of a TerrainData asset to set as the Terrain Data. A copy of the TerrainData asset file will be created on generation in Unity. The following table lists special attributes which can be set on the height heightfield layer to specify an existing TerrainData asset file to used. Indicates the name of another attribute to be used to split the instancers into multiple components depending on that second attributes values. By default, generated meshes are non-readable. Generated meshes will be marked as readable if this is 1. "City_Instance1" where "City" is the prefix). Prefix to append to instance objects (eg. Note that the layer must already exist in Unity Editor scene. Unity layer to set for generated GameObjects. Transition screensizes for LOD levels (range should be 0 to 1 or 1 to 100). Set to 1 to make generated GameObject static, or 0 for non-static. Note that tag must already exist in Unity Editor scene. Unity tag to set for generated GameObjects. Should be relative to the project Assets folder (eg. Path in Unity of a Material asset to apply to a part. Use the prefab's original static, tag, and layer attributes when instancing (as opposed to the HDA parent's). Path in Unity project of an Asset to instance at the given owner transform. Setting up those attributes on your asset will allow you to control and override some properties of the generated Unity geometry. This table lists special attributes which will be recognized when marshalling data from Houdini to Unity. Attribute Nameįor object-level instancing, See Instancing Special groups and attributes are used when marshalling data between Houdini and Unity.Ĭertain standard Houdini attributes are used when marshaling data between Houdini and Unity.
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