unity runtime_error ai_generated true

ArgumentException: TerrainCollider does not support negative terrain height values

ID: unity/terrain-collider-mismatch

Also available as: JSON · Markdown · 中文
88%Fix Rate
85%Confidence
1Evidence
2023-03-15First Seen

Version Compatibility

VersionStatusIntroducedDeprecatedNotes
2022.3.0f1 active
2023.1.0b10 active
2021.3.20f1 active

Root Cause

TerrainData heightmap contains negative values, which TerrainCollider cannot process.

generic

中文

地形数据高度图包含负值,地形碰撞器无法处理。

Official Documentation

https://docs.unity3d.com/Manual/class-TerrainCollider.html

Workarounds

  1. 85% success In Editor, select Terrain, open Terrain Settings, click 'Flatten' button to set all heights to 0, then re-paint heights with positive values. Alternatively, use script: TerrainData.SetHeights(0, 0, Mathf.Max(0, heights)).
    In Editor, select Terrain, open Terrain Settings, click 'Flatten' button to set all heights to 0, then re-paint heights with positive values. Alternatively, use script: TerrainData.SetHeights(0, 0, Mathf.Max(0, heights)).
  2. 90% success Use a script to clamp negative heights: var heights = terrainData.GetHeights(0, 0, terrainData.heightmapResolution, terrainData.heightmapResolution); for (int y = 0; y < heights.GetLength(0); y++) for (int x = 0; x < heights.GetLength(1); x++) heights[y,x] = Mathf.Max(0.01f, heights[y,x]); terrainData.SetHeights(0, 0, heights);
    Use a script to clamp negative heights: var heights = terrainData.GetHeights(0, 0, terrainData.heightmapResolution, terrainData.heightmapResolution); for (int y = 0; y < heights.GetLength(0); y++) for (int x = 0; x < heights.GetLength(1); x++) heights[y,x] = Mathf.Max(0.01f, heights[y,x]); terrainData.SetHeights(0, 0, heights);

中文步骤

  1. In Editor, select Terrain, open Terrain Settings, click 'Flatten' button to set all heights to 0, then re-paint heights with positive values. Alternatively, use script: TerrainData.SetHeights(0, 0, Mathf.Max(0, heights)).
  2. Use a script to clamp negative heights: var heights = terrainData.GetHeights(0, 0, terrainData.heightmapResolution, terrainData.heightmapResolution); for (int y = 0; y < heights.GetLength(0); y++) for (int x = 0; x < heights.GetLength(1); x++) heights[y,x] = Mathf.Max(0.01f, heights[y,x]); terrainData.SetHeights(0, 0, heights);

Dead Ends

Common approaches that don't work:

  1. Resetting TerrainCollider component in Inspector 70% fail

    The issue is in TerrainData, not the collider component; resetting doesn't modify heightmap.

  2. Deleting and recreating the terrain 90% fail

    Loses all terrain data and work; the root cause (negative heights) must be fixed in data.

  3. Setting TerrainCollider.enabled = false then true 80% fail

    Only toggles collider state, does not address invalid height values.