So if the top layer has a value, then it's set to 1 and the rest are set to 0, and so on. So there is NO overlap.
We checked this to make sure it working and it is.
We then assign a terrain layer material to it via a unity_hf_terrainlayer_file attribute.
When bringing them into Unity (via PDG), all the materials get assigned BUT only one is rendered on the WHOLE terrain. It's the “layer_base” material (yellow).
This is odd because the layer (“layer_base” below) DOES NOT cover everything. We should be seeing the other layers.
We created a debug session and inside that session all layers are represented correctly, just like inside the original H project.
We get these errors in the U console.
We're not sure what the “Texture rectangle is out of bound” means.
How would we go about debugging this?
Using H 17.5 (293)
Thank you.