Object representing a high performance bounded grid of static 4x4 parts. This class cannot be instantiated.
Returns whether or not this game has smooth terrain. Flat terrain was removed in January 2017, so this is always true.
The color of the Water material.
The reflectance of the Water material.
The transparency of the Water material.
The maximum size Water waves can be.
The speed of the Water material.
Vector3 CellCenterToWorld(int x, int y, int z)
Vector3 CellCornerToWorld(int x, int y, int z)
Removes all smooth terrain from the game.
Converts the game from flat to smooth terrain.
Copies the given region and returns a TerrainRegion.
Counts the amount of terrain cells.
Creates a ball of terrain that reaches out from the given center point.
void FillBlock(CoordinateFrame cframe, Vector3 size, Material material)
Creates a block of terrain from the given CoordinateFrame and goes out by size.
Fills a region with the given material.
Tuple GetCell(int x, int y, int z) [deprecated]
Returns CellMaterial, CellBlock, CellOrientation
Tuple GetWaterCell(int x, int y, int z) [deprecated]
Returns hasAnyWater, WaterForce, WaterDirection
Retrives the color of a material previously set with SetMaterialColor
void PasteRegion( region, Vector3int16 corner, bool pasteEmptyCells)
Pastes the given TerrainRegion, with the corner being a corner.