Tve
22 tools in this family (folder Editor/Tools/Tve/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.
| Tool | Effect | Description |
|---|---|---|
vegetation_apply_palette_to_scene | writes | Apply a stored palette to the active scene's vegetation. Also aligns the season state to the |
vegetation_apply_shader_profile | writes | Apply a TVE shader profile (Standard / Foliage / Bark / Mesh / Particle / Detail / Terrain) to one |
vegetation_auto_transition_seasons | writes | Schedule an automatic continuous season blend over a wallclock duration (in days). The runtime |
vegetation_batch_convert_folder | writes | Batch-convert every prefab in a folder (optionally recursive) from a given source vegetation system |
vegetation_convert_prefab_to_shaderstack | writes | Convert a single prefab from a known third-party vegetation source (SpeedTree, SpeedTree8, |
vegetation_create_batching_group | writes | Create a batching group that filters vegetation items by layer mask + tag. max_per_batch (1..1023) |
vegetation_create_palette | writes | Create a colour/season palette: id, name, target season, two base colours (color_a/color_b), |
vegetation_create_wind_zone | writes | Create a local wind emitter (TVE_WindZone) at a world position with a radius. Strength (0..10), |
vegetation_emit_terrain_detail_converter | writes | Emit a Unity Editor script that walks every Terrain in the active scene, reads its |
vegetation_emit_wind_storm_trigger | writes | Emit a MonoBehaviour C# template that triggers a wind storm — ramps global wind strength + |
vegetation_export_setup | read-only | Export the entire TVE setup (global settings, palettes, batching groups, season state, wind state, |
vegetation_get_global_settings | read-only | Read the current project-wide vegetation defaults. |
vegetation_init | writes | Initialize the Buril TVE runtime. Detects the active render pipeline (HDRP/URP/Built-in), |
vegetation_list_batching_groups | read-only | List every batching group. |
vegetation_list_registered_items | read-only | List every TVE_VegetationItem the runtime knows about. Filtered by optional batching_group_id or |
vegetation_register_interaction_emitter | writes | Register a collider as a grass-bend interaction emitter. Strength (0..10) controls how forcefully |
vegetation_set_global_settings | writes | Set project-wide vegetation defaults: pipeline (BuiltIn/URP/HDRP/Auto), quality preset, |
vegetation_set_season | writes | Set the active season + blend factor. Blend 0 = pure current season, 1 = next season (Spring→Summer |
vegetation_set_wind_global | writes | Set global wind: strength (0..1), direction (Vector3, auto-normalized), frequency (Hz ≥ 0), |
vegetation_setup_enviro_integration | writes | Wire TVE wind + season state to the Enviro 3 family (reflective — no-ops gracefully when Enviro |
vegetation_trigger_interaction_burst | writes | One-shot burst that bends grass at a world position over a fadeout window. Use for explosions, |
vegetation_trigger_wind_gust | writes | One-shot global wind gust at a world position. Strength (0..10) and duration (0..60s). |